Moved a tonne of code around

This commit is contained in:
2021-11-22 09:20:01 -08:00
parent 3a6b6ea655
commit 8a77b39e07
227 changed files with 61 additions and 810 deletions

View File

@ -0,0 +1,20 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "animation.h"
float animForwardAndBackward(float t) {
return (t < 0.5 ? t : 1 - t);
}
float animForwardAndBackwardScaled(float t) {
return animForwardAndBackward(t) * 2.0f;
}
float animTimeScaleFromFrameTime(int32_t frames, float time) {
return 1.0f / (float)frames / time;
}

View File

@ -0,0 +1,38 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../../libs.h"
/**
* Animation tool for converting 0-1 space into a 0-0.5 back to zero space. This
* is intended to make a "Forward then backwards" effect for animation. This
* method will not scale t.
* @param t Time in space to back and fourth on between 0 and 1.
* @returns Forward and backwards time. 0 to 0.5 are as such, 0.5 to 1 are from
* 0.5 to 0.
*/
float animForwardAndBackward(float t);
/**
* Animation tool for converting 0-1 space into a 0-1-0 space. Scaled version of
* animForwardAndBackward().
* @param t Time in space to back and fourth on between 0 and 1.
* @returns Forward and backwards time.
*/
float animForwardAndBackwardScaled(float t);
/**
* Returns the time scale (speed to multiply time range by) for a given frame
* time and frame count. E.g. 3 frames at 0.5 time each would have a time scale
* of 1.5.
*
* @param frames Frames to get the scale of.
* @param time Time to get the scale of.
* @return The time scale.
*/
float animTimeScaleFromFrameTime(int32_t frames, float time);

View File

@ -0,0 +1,60 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "easing.h"
float easeLinear(float t) {
return t;
}
float easeInQuad(float t) {
return t * t;
}
float easeOutQuad(float t) {
return t * (2 - t);
}
float easeInOutQuad(float t) {
return t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t;
}
float easeInCubic(float t) {
return t * t * t;
}
float easeOutCubic(float t) {
return (t - 1) * (t - 1) * (t - 1) + 1;
}
float easeInOutCubic(float t) {
return t < .5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;
}
float easeInQuart(float t) {
return t * t * t * t;
}
float easeOutQuart(float t) {
return 1 - (t-1)*(t-1)*(t-1)*(t-1);
}
float easeInOutQuart(float t) {
return t < .5 ? 8*t*t*t*t : 1-8*(t-1)*(t-1)*(t-1)*(t-1);
}
float easeInQuint(float t) {
return t*t*t*t*t;
}
float easeOutQuint(float t) {
return 1 + (t-1)*(t-1)*(t-1)*(t-1)*(t-1);
}
float easeInOutQuint(float t) {
return t<.5 ? 16*t*t*t*t*t : 1+16*(t-1)*(t-1)*(t-1)*(t-1)*(t-1);
}

View File

@ -0,0 +1,32 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
typedef float easefunction_t(float t);
/**
* Returns the ease time for a given real time duration span.
* @param start At what point in time the animation started
* @param current The current point in time the animation is at.
* @param duration The total duration on the animation.
* @returns The easing time (0-1 time) that the animation is at.
*/
#define easeTimeToEase(start, current, duration) ((current-start)/duration)
float easeLinear(float t);
float easeInQuad(float t);
float easeOutQuad(float t);
float easeInOutQuad(float t);
float easeInCubic(float t);
float easeOutCubic(float t);
float easeInOutCubic(float t);
float easeInQuart(float t);
float easeOutQuart(float t);
float easeInOutQuart(float t);
float easeInQuint(float t);
float easeOutQuint(float t);
float easeInOutQuint(float t);

View File

@ -0,0 +1,97 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "queue.h"
void queueInit(queue_t *queue) {
queue->timeline = 0;
queue->count = 0;
queue->current = ANIMATION_QUEUE_START;
}
queueaction_t * queueNext(queue_t *queue) {
queueaction_t *action;
// Is there a currently running action? If so, end it.
if(queue->current != ANIMATION_QUEUE_START) {
action = queue->items + queue->current;
if(action->onEnd != NULL) action->onEnd(queue, action, queue->current);
}
// Prepare to go to next action if there is a next action.
queue->current++;
queue->actionStarted = queue->timeline;
if(queue->current >= queue->count) return NULL;
// Go to next action, start it.
action = queue->items + queue->current;
if(action->onStart != NULL) action->onStart(queue, action, queue->current);
return action;
}
queueaction_t * queueAdd(queue_t *queue) {
queueaction_t *action;
action = queue->items + queue->count;
action->index = queue->count;
action->data = NULL;
action->onStart = NULL;
action->onUpdate = NULL;
action->onEnd = NULL;
queue->count++;
return action;
}
void queueUpdate(queue_t *queue, float delta) {
queueaction_t *action;
queue->timeline += delta;
if(queue->current >= queue->count) return;
action = queue->items + queue->current;
if(action->onUpdate != NULL) {
action->onUpdate(queue, action, queue->current);
}
}
void queueDispose(queue_t *queue) {
queueaction_t *action;
if(queue->current >= queue->count) return;
action = queue->items + queue->current;
if(action->onEnd != NULL) action->onEnd(queue, action, queue->current);
}
void queueRestack(queue_t *queue) {
uint8_t i;
// Rewind the array.
arrayRewind(sizeof(queueaction_t), queue->items, ANIMATION_QUEUE_START,
queue->current, queue->count
);
// Now rewind the stack
queue->count -= queue->current;
queue->current = 0;
// Now fix indexes
for(i = 0; i < queue->count; i++) {
queue->items[i].index = i;
}
}
void _queueDelayUpdate(queue_t *queue, queueaction_t *action, uint8_t i) {
float n = queue->timeline - queue->actionStarted;
if(n < queue->delays[i]) return;
queueNext(queue);
}
queueaction_t * queueDelay(queue_t *queue, float delay) {
queueaction_t *action = queueAdd(queue);
queue->delays[action->index] = delay;
action->onUpdate = &_queueDelayUpdate;
return action;
}

View File

@ -0,0 +1,113 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../../libs.h"
#include "../../util/array.h"
#define ANIMATION_QUEUE_ITEM_MAX 128
#define ANIMATION_QUEUE_START 0xFF
typedef struct _queueaction_t queueaction_t;
typedef struct _queue_t queue_t;
/**
* Callback for queue events.
* @param conversation Conversation this text is attached to.
* @param text Text item that is being used in the callback
* @param i Index of the item in the queue.
*/
typedef void queuecallback_t(queue_t *queue, queueaction_t *action, uint8_t i);
typedef struct _queueaction_t {
/** Index that the action is within the queue */
uint8_t index;
/** Pointer to any custom user data */
void *data;
/** Callback to fire the moment the action is active in the queue */
queuecallback_t *onStart;
/** Callback to fire when this action has ended */
queuecallback_t *onEnd;
/** Callback to fire every update of this queue while action is active. */
queuecallback_t *onUpdate;
} queueaction_t;
typedef struct _queue_t {
/** Array of items within the queue. */
queueaction_t items[ANIMATION_QUEUE_ITEM_MAX];
uint8_t count;
/** Current index within the array of actions that is currently processing */
uint8_t current;
/** Internal timeline tracking */
float timeline;
/** Time that the current aciton started */
float actionStarted;
/** Delay Queue Item Storage */
float delays[ANIMATION_QUEUE_ITEM_MAX];
} queue_t;
/**
* Initialize the queue set.
* @param queue Queue to initialize.
*/
void queueInit(queue_t *queue);
/**
* Goes to the next action, or start the queue if this is the first action.
* @param queue Queue to skip to the next action.
* @returns Action that was just started.
*/
queueaction_t * queueNext(queue_t *queue);
/**
* Add a queue action to the queue.
* @param convo Queue to add to.
* @return Pointer to the queue action that was added.
*/
queueaction_t * queueAdd(queue_t *queue);
/**
* Updates the queue logic.
* @param convo Queue to update.
* @param delta Time delta to tick the queue by.
*/
void queueUpdate(queue_t *queue, float delta);
/**
* Dispose the queue when finished.
* @param queue Queue to dispose.
*/
void queueDispose(queue_t *queue);
/**
* Restacks the queue. The restack process essentially rewinds the queue so that
* the current items move back to position 0, and allows you to add more items
* to the queue again. Because the memory does shift, and the indexes do change
* a lot of your pointers will break, make sure you re-reference all your
* pointers.
*
* @param queue Queue to restack.
*/
void queueRestack(queue_t *queue);
/** Callbacks for Queue Delay Action */
void _queueDelayUpdate(queue_t *queue, queueaction_t *action, uint8_t i);
/**
* Adds a delay action to a queue.
* @param queue Queue to add to.
* @param delay Delay time (in seconds) to have.
* @return Pointer to the action added to the queue.
*/
queueaction_t * queueDelay(queue_t *queue, float delay);

View File

@ -0,0 +1,141 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "timeline.h"
void _timelineActionDeltaUpdateStart(
timeline_t *timeline, timelineaction_t *action, uint8_t i
) {
if(action->data == NULL) return;
*((float *)action->data) = timeline->initials[i];
}
void _timelineActionDeltaUpdateDuration(
timeline_t *timeline, timelineaction_t *action, uint8_t i
) {
float n;
if(action->data == NULL) return;
n = timeline->easings[i](
timelineActionGetTimeRaw(timeline, action)
);
*((float *)action->data) = timeline->initials[i] + (timeline->deltas[i] * n);
}
void _timelineActionDeltaUpdateEnd(
timeline_t *timeline, timelineaction_t *action, uint8_t i
) {
if(action->data == NULL) return;
*((float *)action->data) = timeline->initials[i] + timeline->deltas[i];
}
void timelineInit(timeline_t *timeline) {
timeline->current = 0;
timeline->diff = 0;
timeline->previous = 0;
timeline->user = 0;
timeline->actionCount = 0;
}
void timelineUpdate(timeline_t *timeline, float delta) {
uint8_t i;
timelineaction_t *action;
float full;
timeline->diff = delta;
timeline->previous = timeline->current;
timeline->current = timeline->current + delta;
// Find all actions that would have started or ended in this timespan.
for(i = 0; i < timeline->actionCount; i++) {
action = timeline->actions +i;
// Has the action started yet?
if(action->start > timeline->current) continue;
// Did we start this frame?
if(action->start > timeline->previous && action->onStart != NULL) {
action->onStart(timeline, action, i);
}
// Durations of 0 only fire starts, never ends or durations.
if(action->duration == 0) continue;
// Is the end still in the future? Durations in negatives go forever
full = action->start+action->duration;
if(action->duration < 0 || full > timeline->current) {
if(action->onDuration != NULL) action->onDuration(timeline, action, i);
} else if(full > timeline->previous) {// Did we end this frame?
if(action->onEnd != NULL) action->onEnd(timeline, action, i);
if(action->loop) action->start = timeline->current;
}
}
}
bool timelineIsFinished(timeline_t *timeline) {
uint8_t i;
timelineaction_t *action;
for(i = 0; i < timeline->actionCount; i++) {
action = timeline->actions +i;
if(action->start > timeline->current) return false;
if(action->duration < 0) return false;
if(action->duration == 0) continue;
if(action->start+action->duration > timeline->current) return false;
}
return true;
}
timelineaction_t * timelineAddAction(timeline_t *timeline, float start,
float duration
) {
timelineaction_t *action = timeline->actions + (timeline->actionCount++);
action->loop = false;
action->start = start, action->duration = duration;
action->onStart = action->onEnd = action->onDuration = NULL;
return action;
}
timelineaction_t * timelineAddDeltaAction(timeline_t *timeline,
float start, float duration, float initial, float delta,
easefunction_t *easing, float *destination
) {
timelineaction_t *action;
timeline->initials[timeline->actionCount] = initial;
timeline->deltas[timeline->actionCount] = delta;
timeline->easings[timeline->actionCount] = (
easing == NULL ? &easeLinear : easing
);
action = timelineAddAction(timeline, start, duration);
action->data = destination;
action->onStart = &_timelineActionDeltaUpdateStart;
action->onDuration = &_timelineActionDeltaUpdateDuration;
action->onEnd = &_timelineActionDeltaUpdateEnd;
return action;
}
timelineaction_t * timelineAddDeltaActionTo(timeline_t *timeline,
float start, float duration, float initial, float end,
easefunction_t *easing, float *destination
) {
return timelineAddDeltaAction(
timeline, start, duration, initial, end-initial, easing, destination
);
}
float timelineActionGetTimeRaw(timeline_t *timeline, timelineaction_t *action) {
return (timeline->current - action->start) / action->duration;
}
float timelineActionGetTime(timeline_t *tl, timelineaction_t *at) {
return mathClamp(timelineActionGetTimeRaw(tl, at), 0, 1);
}
void timelineClear(timeline_t *timeline) {
timeline->actionCount = 0;
}

View File

@ -0,0 +1,187 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../../libs.h"
#include "../../util/math.h"
#include "easing.h"
/** Maximum number of actions a timeline can support, smaller than 0xFF */
#define TIMELINE_ACTION_COUNT_MAX 128
/** Type forwarders */
typedef struct _timeline_t timeline_t;
typedef struct _timelineaction_t timelineaction_t;
/**
* Callback for when a timeline event occurs
* @param timeline The timeline that fired this callback.
* @param action The action that this callback is attached to.
* @param i The index that this action is within the timeline.
*/
typedef void timelinecallback_t(timeline_t *timeline, timelineaction_t *action,
uint8_t i
);
typedef struct _timelineaction_t {
/** Pointer to any custom user data the timeline action wants to use. */
void *data;
/**
* The time that this action should occur within the timeline
* set to 0 or less to start immediately.
*/
float start;
/**
* The duration of the action, this will decide for how long onDuration will
* be called for, and when onEnd should be called.
* Set to a negative number to have this continue forever.
* Set to 0 to only fire the onStart.
* onStart can fire with either onDuration and onEnd on the same frame, but
* onEnd and onDuration cannot fire the same frame.
*/
float duration;
/**
* Enables animation looping. This works by forcing start to be equal to the
* current time at the point in time that onEnd is called. This will also stop
* onStart being called so ensure that your onStart and onEnd logic works.
*/
bool loop;
timelinecallback_t *onStart;
timelinecallback_t *onDuration;
timelinecallback_t *onEnd;
} timelineaction_t;
typedef struct _timeline_t {
/** The current time as far as the timeline is concerned */
float current;
/** The time of the last "frame" as far as the timeline is concerned */
float previous;
/** The frame time diff, essentially current = previous + diff */
float diff;
/** User pointer, allows you to point to some other data */
void *user;
/** Actions within the timeline */
timelineaction_t actions[TIMELINE_ACTION_COUNT_MAX];
/** For delta actions, storage of the initial values */
float initials[TIMELINE_ACTION_COUNT_MAX];
/** For delta actions, storage of their deltas. */
float deltas[TIMELINE_ACTION_COUNT_MAX];
/** Easing functions to use for delta functions */
easefunction_t *easings[TIMELINE_ACTION_COUNT_MAX];
uint8_t actionCount;
} timeline_t;
/**
* Initializes a timeline back to its default state.
*
* @param timeline Timeline to initialize.
*/
void timelineInit(timeline_t *timeline);
/**
* Ticks the timeline. This can be done using any delta.
*
* @param timeline Timeline to tick
* @param delta Delta to tick.
*/
void timelineUpdate(timeline_t *timeline, float delta);
/**
* Returns true if every action in the timeline has finished.
*
* @param timeline Timeline to check
* @return True if finished, otherwise false.
*/
bool timelineIsFinished(timeline_t *timeline);
/**
* Adds an action to the timeline. This will initialize the action callbacks to
* NULL, you will need to initialize your own callbacks.
*
* @param timeline Timeline to add to.
* @param start Start time.
* @param duration Duration time
* @return Pointer to the timeline action or NULL if the list is full.
*/
timelineaction_t * timelineAddAction(timeline_t *timeline, float start,
float duration
);
/**
* Add a special action kind that can treat delta style animations. These are
* animations that have a start, and an end value, that will be tracked for you
* and keep you up to date.
*
* @param timeline Timeline to add to.
* @param start Starting time.
* @param duration Animation duration.
* @param initial Initial value for the animation.
* @param delta Delta value for the animation.
* @param easing Pointer to an easing function to use, set to NULL for linear.
* @param destination A constant floating point to update.
* @return The queued timeline action.
*/
timelineaction_t * timelineAddDeltaAction(timeline_t *timeline,
float start, float duration, float initial, float delta,
easefunction_t *easing, float *destination
);
/**
* Shorthand for timelineAddDeltaAction that will calculate the delta based on
* and end position.
*
* @param timeline Timeline to add to.
* @param start Starting time.
* @param duration Animation duration.
* @param initial Initial value for the animation.
* @param end End value for the animation.
* @param easing Pointer to an easing function to use, set to NULL for linear.
* @param destination A constant floating point to update.
* @return The queued timeline action.
*/
timelineaction_t * timelineAddDeltaActionTo(timeline_t *timeline,
float start, float duration, float initial, float end,
easefunction_t *easing, float *destination
);
/**
* Gets the timeline action's animation time. This is a representation of
* 0 - 1 where 0 means the animation is at the start, and 1 meaning the
* animation is at full completion. This is not clamped and may exceed 1.
*
* @param timeline Timeline the action belongs to.
* @param action Action itself.
* @return 0 - 1+, where 0 = start, 1 = duration, >1 is time since duration.
*/
float timelineActionGetTimeRaw(timeline_t *timeline, timelineaction_t *action);
/**
* Gets the timeline action's animation time between 0 - 1, clamped.
*
* @param tl Timeline to get delta from.
* @param at Timeline action.
* @return 0 - 1, where 0 = start, 1 = duration.
*/
float timelineActionGetTime(timeline_t *tl, timelineaction_t *at);
/**
* Removes all actions from the timeline.
*
* @param timeline Timeline to clear.
*/
void timelineClear(timeline_t *timeline);

View File

@ -0,0 +1,120 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "bitmapfont.h"
tilesetdiv_t * bitmapFontGetCharacterDivision(tileset_t *tileset,
char character
) {
int32_t i = ((int32_t)character) - BITMAP_FONT_CHAR_START;
return tileset->divisions + i;
}
bitmapfontmeasure_t bitmapFontMeasure(char *string,
float charWidth, float charHeight
) {
int32_t i;
float x, y;
char c;
bitmapfontmeasure_t measure = {
.height = 0, .lines = 1, .width = 0
};
i = 0;
y = 0;
x = 0;
while(true) {
c = string[i];
if(c == '\0') break;
i++;
if(c == '\n') {
measure.width = mathMax(x, measure.width);
x = 0;
y += charHeight;
measure.lines++;
continue;
} else if(c == ' ') {
x += charWidth;
continue;
}
x += charWidth;
}
measure.width = mathMax(x, measure.width);
measure.height = y + charHeight;
return measure;
}
bitmapfontmeasure_t bitmapFontSpriteBatchBuffer(
spritebatch_t *batch, tileset_t *tileset,
char *string, float x, float y, float z, float charWidth, float charHeight
) {
int32_t i;
char c;
tilesetdiv_t *div;
float cx, cy;
bitmapfontmeasure_t measure;
// Detect char dimensions
if(charWidth == -1) charWidth = tileset->divX * (charHeight / tileset->divY);
if(charHeight == -1) charHeight = tileset->divY * (charWidth / tileset->divX);
// Position the text.
if(x == BITMAP_FONT_CENTER_X ||
y == BITMAP_FONT_CENTER_Y ||
x == BITMAP_FONT_RIGHT_X
) {
measure = bitmapFontMeasure(string, charWidth, charHeight);
if(x == BITMAP_FONT_CENTER_X) {
x = -(measure.width/2);
} else if(x == BITMAP_FONT_RIGHT_X) {
x = -measure.width;
}
if(y == BITMAP_FONT_CENTER_Y) y = -(measure.height/2);
}
// Begin buffering the sprite batch
measure.width = 0;
measure.height = 0;
measure.lines = 1;
i = 0;
cx = x, cy = y;
while(true) {
c = string[i];
if(c == '\0') break;
i++;
// Special chars
if(c == '\n') {
measure.width = mathMax(cx-x, measure.width);
cx = x;
cy += charHeight;
measure.lines++;
continue;
} else if(c == ' ') {
cx += charWidth;
continue;
}
div = bitmapFontGetCharacterDivision(tileset, c);
spriteBatchQuad(batch, -1,
cx, cy, z, charWidth, charHeight,
div->x0, div->y1, div->x1, div->y0
);
cx += charWidth;
}
measure.width = mathMax(cx-x, measure.width);
measure.height = cy-y + charHeight;
return measure;
}

View File

@ -0,0 +1,71 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "spritebatch.h"
#include "tileset.h"
#include "../util/math.h"
/** Which is the first character within the font tilemap */
#define BITMAP_FONT_CHAR_START 33
/** Center a font along the X axis */
#define BITMAP_FONT_CENTER_X 9876543
/** Center a font along the Y axis */
#define BITMAP_FONT_CENTER_Y -BITMAP_FONT_CENTER_X
/** Align right edge of font to origin */
#define BITMAP_FONT_RIGHT_X (BITMAP_FONT_CENTER_X-1)
typedef struct {
float width, height;
int32_t lines;
} bitmapfontmeasure_t;
/**
* Get the division for a given character.
*
* @param tileset Tileset to get the division from.
* @param character Character to get the division for.
* @return The division from the tileset for the character.
*/
tilesetdiv_t * bitmapFontGetCharacterDivision(tileset_t *tileset,
char character
);
/**
* Measures a string's fully rendered size.
*
* @param string The string to measure
* @param charWidth The width of each character.
* @param charHeight The height of each character.
* @return The measured string.
*/
bitmapfontmeasure_t bitmapFontMeasure(char *string,
float charWidth, float charHeight
);
/**
* Renders a set of font characters to the sprite. Coordinates are anchored to
* the top left (0,0) origin.
*
* @param batch Sprite Batch to render to.
* @param tileset Tileset for the font.
* @param string String to render.
* @param x Position in X space.
* @param y Position in Y space.
* @param z Position in Z space.
* @param charWidth Width of each character. Set to -1 to use the height ratio.
* @param charHeight Height of each character. Set to -1 to be the width ratio.
* @returns The string measurement.
*/
bitmapfontmeasure_t bitmapFontSpriteBatchBuffer(
spritebatch_t *batch, tileset_t *tileset,
char *string, float x, float y, float z, float charWidth, float charHeight
);

55
src/dawn/display/camera.c Normal file
View File

@ -0,0 +1,55 @@
/**
* Copyright (c) 2021 Dominic Msters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "camera.h"
void cameraLookAt(camera_t *camera,
float x, float y, float z,
float targetX, float targetY, float targetZ
) {
matrixIdentity(&camera->view);
matrixLookAt(&camera->view, x, y, z, targetX, targetY, targetZ, 0, 1, 0);
}
void cameraLookAtStruct(camera_t *camera, cameralookat_t look) {
cameraLookAt(camera,
look.x, look.y, look.z, look.lookX, look.lookY, look.lookZ
);
}
void cameraLook(camera_t *camera,
float x, float y, float z,
float pitch, float yaw, float roll
) {
matrixIdentity(&camera->view);
matrixLook(&camera->view, x, y, z, pitch, yaw, roll, 0, 1, 0);
}
void cameraPerspective(camera_t *camera,
float fov, float aspect, float camNear, float camFar
) {
matrixIdentity(&camera->projection);
matrixPerspective(&camera->projection,mathDeg2Rad(fov),aspect,camNear,camFar);
}
void cameraOrtho(camera_t *camera,
float left, float right, float bottom, float top, float camNear, float camFar
) {
matrixIdentity(&camera->projection);
matrixOrtho(&camera->projection, left, right, bottom, top, camNear, camFar);
}
void cameraOrbit(camera_t *camera,
float distance, float yaw, float pitch,
float targetX, float targetY, float targetZ
) {
float cy = cosf(pitch);
float x = distance * sinf(yaw) * cy;
float y = distance * sinf(pitch);
float z = distance * cosf(yaw) * cy;
cameraLookAt(camera, x, y, z, targetX, targetY, targetZ);
}

106
src/dawn/display/camera.h Normal file
View File

@ -0,0 +1,106 @@
// Copyright (c) 2021 Dominic Msters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../libs.h"
#include "../util/math.h"
#include "matrix.h"
/** The math for the camera is stored here. */
typedef struct {
/** View Matrix (Where the camera looks) */
matrix_t view;
/** Projection Matrix (How the camera looks) */
matrix_t projection;
} camera_t;
typedef struct {
float x, y, z, lookX, lookY, lookZ;
} cameralookat_t;
/**
* Make a camera look at a position in world space while itself being positioned
* within world space.
*
* @param camera The camera to position.
* @param x The X position in world space of the camera.
* @param y The Y position in world space of the camera.
* @param z The Z position in world space of the camera.
* @param targetX The Target X position in world space of the camera.
* @param targetY The Target Y position in world space of the camera.
* @param targetZ The Target Z position in world space of the camera.
*/
void cameraLookAt(camera_t *camera,
float x, float y, float z,
float targetX, float targetY, float targetZ
);
/**
* Shorthand for look at that uses the look struct.
*
* @param camera Camera to position.
* @param look Look vectors.
*/
void cameraLookAtStruct(camera_t *camera, cameralookat_t look);
/**
* Make a camera look in a direction based on a rotation direction.
*
* @param camera The camera to position.
* @param x The X position in world space of the camera.
* @param y The Y position in world space of the camera.
* @param z The Z position in world space of the camera.
* @param pitch The pitch of the camera.
* @param yaw The yaw of the camera.
* @param roll The roll of the camera.
*/
void cameraLook(camera_t *camera,
float x, float y, float z,
float pitch, float yaw, float roll
);
/**
* Make a camera's projection be a 3D Perspective view.
*
* @param camera The camera to project.
* @param fov The field of view of the camera (in degrees).
* @param aspect The aspect ratio of the camera (w / h)
* @param camNear The near plane clip.
* @param camFar the far plane clip.
*/
void cameraPerspective(camera_t *camera,
float fov, float aspect, float camNear, float camFar
);
/**
* Defines an orthorgonal camera matrix.
*
* @param camera Camera to position.
* @param left The left side of the viewport.
* @param right The right side of the viewport.
* @param bottom The bottom side of the viewport.
* @param camNear The near plane clip.
* @param camFar the far plane clip.
*/
void cameraOrtho(camera_t *camera,
float left, float right, float bottom, float top, float camNear, float camFar
);
/**
* Update a camera to orbit around a point.
*
* @param camera Camera to update
* @param distance Distance from the point
* @param yaw Yaw (Y axis) rotation.
* @param pitch Pitch (X/Z axis) rotation.
* @param targetX X point to orbit around.
* @param targetY Y point to orbit around.
* @param targetZ Z point to orbit around.
*/
void cameraOrbit(camera_t *camera,
float distance, float yaw, float pitch,
float targetX, float targetY, float targetZ
);

209
src/dawn/display/font.c Normal file
View File

@ -0,0 +1,209 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "font.h"
// Due to some compiler bullshit, this is here.
#ifndef STB_TRUETYPE_IMPLEMENTATION
#define STB_TRUETYPE_IMPLEMENTATION
#include <stb_truetype.h>
#endif
void fontInit(font_t *font, char *data) {
int32_t i, s;
s = FONT_TEXTURE_WIDTH * FONT_TEXTURE_HEIGHT;
uint8_t *bitmapData = malloc(sizeof(uint8_t) * s);
pixel_t *pixels = malloc(sizeof(pixel_t) * s);
// STBTT Loads fonts as single channel values only.
stbtt_BakeFontBitmap(
data, 0, FONT_TEXTURE_SIZE, bitmapData,
FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT,
FONT_FIRST_CHAR, FONT_NUM_CHARS,
font->characterData
);
for(i = 0; i < FONT_TEXTURE_WIDTH * FONT_TEXTURE_HEIGHT; i++) {
pixels[i].r = 0xFF;
pixels[i].g = 0xFF;
pixels[i].b = 0xFF;
pixels[i].a = bitmapData[i];
}
textureInit(&font->texture, FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, pixels);
free(bitmapData);
free(pixels);
}
void fontDispose(font_t *font) {
textureDispose(&font->texture);
}
float fontGetScale(float fontSize) {
return fontSize / FONT_SIZE_DEFAULT * FONT_GLOBAL_SCALE;
}
bool _fontTextBufferAddLine(fonttextinfo_t *info, int32_t start, int32_t len) {
info->lineCount++;
if(info->lineCount >= FONT_TEXT_INFO_LINES_MAX) {
return false;
}
info->lines[info->lineCount].start = start;
info->lines[info->lineCount].length = len;
return true;
}
void fontTextBuffer(
font_t *font, primitive_t *primitive, fonttextinfo_t *info, char *text,
float maxWidth, float fontSize
) {
int32_t i, j, wordStart;
char c;
float x, y, wordX, scale;
stbtt_aligned_quad *quads;
stbtt_aligned_quad *quad;
// Make some space
quads = malloc(sizeof(stbtt_aligned_quad) * strlen(text));
// Get the font scale
scale = fontGetScale(fontSize);
// Adjust the max width to match the scale, and allow "no max width".
maxWidth = maxWidth == -1 ? 9999999 : maxWidth * (1 / scale);
/** Which index in the original text var is the current word from */
wordStart = 0;
// Setup Scales
info->length = 0;
info->realLength = 0;
info->lineCount = 0;
// Prepare the line counters
info->lines[0].start = 0;
info->lines[0].length = 0;
// Reset Dimensions
info->width = 0, info->height = 0;
// Setup the initial loop state, and X/Y coords for the quad.
i = 0;
x = 0;
y = FONT_INITIAL_LINE;
wordX = 0;
while(c = text[i++]) {
if(info->lineCount >= FONT_TEXT_INFO_LINES_MAX) break;
info->length++;
// When space, start of new word about to begin
if(c == FONT_SPACE) {
x += FONT_SPACE_SIZE * scale;
// Did this space cause a newline?
if(x > maxWidth) {
_fontTextBufferAddLine(info, info->realLength, 0);
y += FONT_LINE_HEIGHT;
x = 0;
}
wordX = x;
wordStart = info->realLength;
continue;
}
// New line.
if(c == FONT_NEWLINE) {
_fontTextBufferAddLine(info, info->realLength, 0);
wordStart = info->realLength;
y += FONT_LINE_HEIGHT;
x = 0;
continue;
}
// Generate the quad.
quad = quads + info->realLength;
stbtt_GetBakedQuad(font->characterData,
FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT,
((int32_t)c)-FONT_FIRST_CHAR, &x, &y, quad, FONT_FILL_MODE
);
// Now measure the width of the line (take the right side of that quad)
if(quad->x1 > maxWidth) {
// We've exceeded the edge, go back to the start of the word and newline.
x = quad->x1 - wordX;
for(j = wordStart; j <= info->realLength; j++) {
quad = quads + j;
quad->x0 -= wordX;
quad->x1 -= wordX;
quad->y0 += FONT_LINE_HEIGHT;
quad->y1 += FONT_LINE_HEIGHT;
}
// Go back to the previous (still current) line and remove the chars
info->lines[info->lineCount].length -= info->realLength - wordStart;
// Next line begins with this word
y += FONT_LINE_HEIGHT;
if(!_fontTextBufferAddLine(info, wordStart, info->realLength-wordStart)) {
continue;
}
wordX = 0;
}
info->lines[info->lineCount].length++;
info->realLength++;
}
info->lineCount++;
// Initialize primitive
primitiveInit(primitive,
QUAD_VERTICE_COUNT * info->realLength,
QUAD_INDICE_COUNT * info->realLength
);
for(j = 0; j < info->realLength; j++) {
quad = quads + j;
// Scale the Quad
if(scale != 1.0) {
quad->x0 *= scale;
quad->x1 *= scale;
quad->y0 *= scale;
quad->y1 *= scale;
}
// Update the dimensions.
info->width = mathMax(info->width, quad->x1);
info->height = mathMax(info->height, quad->y1);
// Buffer the quad.
quadBuffer(primitive, 0,
quad->x0, quad->y0, quad->s0, quad->t0,
quad->x1, quad->y1, quad->s1, quad->t1,
j * QUAD_VERTICE_COUNT, j * QUAD_INDICE_COUNT
);
}
// Free up
free(quads);
}
int32_t fontGetLineCharCount(fonttextinfo_t *info,int32_t start,int32_t count) {
int32_t charCount, i, m;
m = mathMin(start+count, info->lineCount);
charCount = 0;
for(i = start; i < m; i++) {
charCount += info->lines[i].length;
}
return charCount;
}

138
src/dawn/display/font.h Normal file
View File

@ -0,0 +1,138 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "texture.h"
#include "primitive/primitive.h"
#include "primitive/quad.h"
#include "../util/mem.h"
#include "../util/math.h"
/** Which character (ASCII) to start the font from */
#define FONT_FIRST_CHAR 32
/** How many characters (after the first char) to generate */
#define FONT_NUM_CHARS 96
/** Width of the loaded font texture */
#define FONT_TEXTURE_WIDTH 1024
/** Height of the loaded font texture */
#define FONT_TEXTURE_HEIGHT FONT_TEXTURE_WIDTH
/** Refer to STBTT docs for OpenGL Fill Mode v d3d Fill Modes */
#define FONT_FILL_MODE 1
/** Passed to STBTT for scaling the font, essentially the font resolution */
#define FONT_TEXTURE_SIZE 64.0f
/** The global scale, just used to provide fine control of font sizes */
#define FONT_GLOBAL_SCALE 0.5f;
/** Default Font Size (on which all font scales are based) */
#define FONT_SIZE_DEFAULT 16.0f
// Chars
#define FONT_NEWLINE '\n'
#define FONT_SPACE ' '
// Heights
#define FONT_LINE_HEIGHT FONT_TEXTURE_SIZE * 0.75f
#define FONT_INITIAL_LINE FONT_LINE_HEIGHT * 0.75f
#define FONT_SPACE_SIZE FONT_TEXTURE_SIZE * 0.45f
/** Maximum number of newlines that a font text info can hold. */
#define FONT_TEXT_INFO_LINES_MAX 16
/** Representation of a font that can be used to render text */
typedef struct {
texture_t texture;
stbtt_bakedchar characterData[FONT_NUM_CHARS];
} font_t;
typedef struct {
/** What (real character) index the line starts at */
int32_t start;
/** How many (real) characters the line is in length */
int32_t length;
} fonttextinfoline_t;
typedef struct {
/** How many raw chars are in the string */
int32_t length;
/** How many real characters (non whitespace) are in the string */
int32_t realLength;
/** How many lines is the string? Trailing newlines will count */
int32_t lineCount;
/** The real character info for each line */
fonttextinfoline_t lines[FONT_TEXT_INFO_LINES_MAX];
/** Dimensions of the string */
float width, height;
} fonttextinfo_t;
/**
* Initializes Font from raw TTF data.
* @param font Font to initialize
* @param data Data to intialize for.
*/
void fontInit(font_t *font, char *data);
/**
* Clean up a previously loaded font
* @param font Loaded font.
*/
void fontDispose(font_t *Font);
/**
* Convert a Font's Size into a Font Scale. The scale is based on the font's
* default size for the given texture size (Refer to FONT_SIZE_DEFAULT).
*
* @param fontSize Font size to convert.
* @return The times scale that the font size is to the textured default.
*/
float fontGetScale(float fontSize);
/**
* Internal method that adds a line to the text buffer process.
*
* @param info Info to add to.
* @param start Start character index for the next line.
* @param len Length of the next line.
* @return True if added a line successfully, otherwise false.
*/
bool _fontTextBufferAddLine(fonttextinfo_t *info, int32_t start, int32_t len);
/**
* Clamps text to a max width, inserting newlines where possible.
*
* @param font Font to use
* @param primitive Primitive to buffer the text to.
* @param info Font text info to clamp into.
* @param text Text to clamp.
* @param maxWidth Max width (pixels) to clamp the text to, -1 for no max width.
* @param fontSize Font Size of the text.
*/
void fontTextBuffer(
font_t *font, primitive_t *primitive, fonttextinfo_t *info, char *text,
float maxWidth, float fontSize
);
/**
* Returns the number of real characters on the lines specified. Useful when
* attempting to clamp to a set of lines.
*
* @param info Info to get the character counts from.
* @param start Starting line index.
* @param count Count of lines, this method will clamp to info's line length.
* @returns The count of characters in those lines summed.
*/
int32_t fontGetLineCharCount(fonttextinfo_t *info, int32_t start,int32_t count);

View File

@ -0,0 +1,76 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "framebuffer.h"
void frameBufferInit(framebuffer_t *fb, int32_t w, int32_t h) {
// At least one pixel
if(w <= 0) w = 1;
if(h <= 0) h = 1;
// Create Color Attachment texture.
textureInit(&fb->texture, w, h, NULL);
// Create Frame Buffer
glGenFramebuffers(1, &fb->fboId);
glBindFramebuffer(GL_FRAMEBUFFER, fb->fboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, fb->texture.id, 0
);
// Render Buffer
glGenRenderbuffers(1, &fb->rboId);
glBindRenderbuffer(GL_RENDERBUFFER, fb->rboId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, fb->rboId
);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
uint32_t error;
error = 0;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void frameBufferUse(framebuffer_t *frameBuffer, bool clear) {
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer->fboId);
glViewport(0, 0, frameBuffer->texture.width, frameBuffer->texture.height);
if(clear) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
void frameBufferResize(framebuffer_t *frameBuffer,int32_t width,int32_t height){
if((
frameBuffer->texture.width == width &&
frameBuffer->texture.height == height
)) return;
frameBufferDispose(frameBuffer);
frameBufferInit(frameBuffer, width, height);
}
void frameBufferUnbind(float viewWidth, float viewHeight, bool clear) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, (GLsizei)viewWidth, (GLsizei)viewHeight);
if(clear) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
void frameBufferDispose(framebuffer_t *frameBuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glDeleteRenderbuffers(1, &frameBuffer->rboId);
glDeleteFramebuffers(1, &frameBuffer->fboId);
textureDispose(&frameBuffer->texture);
}

View File

@ -0,0 +1,59 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "texture.h"
typedef struct {
GLuint fboId;
GLuint rboId;
texture_t texture;
} framebuffer_t;
/**
* Initializes frame buffer that can be rendered to.
* @param frameBuffer Frame buffer to initialize.
* @param width Width of the frame buffer (in pixels).
* @param height Height of the frame buffer (in pixels).
* @return A renderable frame buffer.
*/
void frameBufferInit(framebuffer_t *buffer, int32_t width, int32_t height);
/**
* Use a given frame buffer as the current rendering context.
*
* @param frameBuffer Frame buffer to use.
* @param clear Whether or not to clear the frame buffer prior to rendering.
*/
void frameBufferUse(framebuffer_t *frameBuffer, bool clear);
/**
* Resize an existing frame buffer. This will do the check if resizing is even
* necessary for you.
*
* @param frameBuffer Frame buffer to resize.
* @param width New width of the frame buffer.
* @param height New height of the frame buffer.
*/
void frameBufferResize(framebuffer_t *frameBuffer,int32_t width,int32_t height);
/**
* Unbind the currently bound frame buffer.
*
* @param viewWidth Viewport width.
* @param viewHeight Viewport height.
* @param clear Whether or not to clear the back buffer.
*/
void frameBufferUnbind(float viewWidth, float viewHeight, bool clear);
/**
* Dispose/cleanup a previously created frame buffer.
*
* @param frameBuffer Frame Buffer to clean.
*/
void frameBufferDispose(framebuffer_t *frameBuffer);

62
src/dawn/display/matrix.c Normal file
View File

@ -0,0 +1,62 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "matrix.h"
void matrixIdentity(matrix_t *matrix) {
glm_mat4_identity(matrix->internalMatrix);
}
void matrixLookAt(matrix_t *matrix,
float x,float y,float z,
float tx,float ty, float tz,
float ux, float uy, float uz
) {
glm_lookat(
(vec3){ x, y, z },
(vec3){ tx, ty, tz },
(vec3){ ux, uy, uz },
matrix->internalMatrix
);
}
void matrixLook(matrix_t *matrix,
float x, float y, float z,
float pitch, float yaw, float roll,
float ux, float uy, float uz
) {
glm_look(
(vec3){ x, y, z },
(vec3){ pitch, yaw, roll },
(vec3){ ux, uy, uz },
matrix->internalMatrix
);
}
void matrixPerspective(matrix_t *matrix,
float fov, float aspect, float camNear, float camFar
) {
glm_perspective(fov, aspect, camNear, camFar, matrix->internalMatrix);
}
void matrixOrtho(matrix_t *matrix,
float left, float right, float bottom, float top, float camNear, float camFar
) {
glm_ortho(left, right, bottom, top, camNear, camFar, matrix->internalMatrix);
}
void matrixTranslate(matrix_t *matrix, float x, float y, float z) {
glm_translate(matrix->internalMatrix, (vec3){ x, y, z });
}
void matrixRotate(matrix_t *matrix, float angle, float x, float y, float z) {
glm_rotate(matrix->internalMatrix, angle, (vec3){ x, y, z });
}
void matrixScale(matrix_t *matrix, float x, float y, float z) {
glm_scale(matrix->internalMatrix, (vec3){ x, y, z });
}

123
src/dawn/display/matrix.h Normal file
View File

@ -0,0 +1,123 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
/**
* Representation for a matrix. Used as a highlevel wrapper for the math
* functions that sit underneath this API.
*/
typedef struct {
/** Internal Matrix API */
mat4 internalMatrix;
} matrix_t;
/**
* Makes matrix identity.
* @param matrix Matrix to identify.
*/
void matrixIdentity(matrix_t *matrix);
/**
* Applies a look at point vector to a matrix.
*
* @param matrix Matrix to apply to.
* @param x Camera source X.
* @param y Camera source Y.
* @param z Camera source Z.
* @param tx Camera target X.
* @param ty Camera target Y.
* @param tz Camera target Z.
* @param ux Camera up vector X.
* @param uy Camera up vector Y.
* @param uz Camera up vector Z.
*/
void matrixLookAt(matrix_t *matrix,
float x,float y,float z,
float tx,float ty, float tz,
float ux, float uy, float uz
);
/**
* Applies a look vector to a matrix.
*
* @param matrix Matrix to apply to.
* @param x Camera source X.
* @param y Camera source Y.
* @param z Camera source Z.
* @param pitch Camera pitch
* @param yaw Camera yaw.
* @param roll Camera roll.
* @param ux Camera up vector X.
* @param uy Camera up vector Y.
* @param uz Camera up vector Z.
*/
void matrixLook(matrix_t *matrix,
float x, float y, float z,
float pitch, float yaw, float roll,
float ux, float uy, float uz
);
/**
* Applies a perspective projection to a matrix.
*
* @param matrix Matrix to apply to.
* @param fov Field of View (in radians) to use.
* @param aspect Aspect ratio (w/h) of the viewport.
* @param camNear Near vector, > 0.
* @param camFar Far view vector.
*/
void matrixPerspective(matrix_t *matrix,
float fov,float aspect, float camNear, float camFar
);
/**
* Applies an orthogonal projection to a matrix.
*
* @param matrix Matrix to apply to.
* @param left Left view position.
* @param right Right view position.
* @param bottom Bottom view position.
* @param top Top view position.
* @param camNear Near vector, > 0.
* @param camFar Far view vector.
*/
void matrixOrtho(matrix_t *matrix,
float left, float right, float bottom, float top, float camNear, float camFar
);
/**
* Performs a matrix translation.
*
* @param matrix Matrix to translate.
* @param x X coordinate to translate on.
* @param y Y coordinate to translate on.
* @param z Z coordinate to translate on.
*/
void matrixTranslate(matrix_t *matrix, float x, float y, float z);
/**
* Applies a rotation vector to a matrix.
*
* @param matrix Matrix to rotate.
* @param angle Angle (in radians) to rotate.
* @param x X vector to rotate on.
* @param y Y vector to rotate on.
* @param z Z vector to rotate on.
*/
void matrixRotate(matrix_t *matrix, float angle, float x, float y, float z);
/**
* Scales a matrix.
*
* @param matrix Matrix to scale
* @param x X vector to scale.
* @param y Y vector to scale.
* @param z Z vector to scale.
*/
void matrixScale(matrix_t *matrix, float x, float y, float z);

View File

@ -0,0 +1,111 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cube.h"
void cubeBuffer(primitive_t *prim,
float x, float y, float z,
float w, float h, float d,
int32_t verticeStart, int32_t indiceStart
) {
vertice_t *vertices = malloc(sizeof(vertice_t) * CUBE_VERTICE_COUNT);
indice_t *indices = malloc(sizeof(indice_t) * CUBE_INDICE_COUNT);
vertices[0].x = x, vertices[0].y = y, vertices[0].z = z;
vertices[0].u = 0, vertices[0].v = 0;
vertices[1].x = x+w, vertices[1].y = y, vertices[1].z = z;
vertices[1].u = 1, vertices[1].v = 0;
vertices[2].x = x, vertices[2].y = y+h, vertices[2].z = z;
vertices[2].u = 0, vertices[2].v = 1;
vertices[3].x = x+w, vertices[3].y = y+h, vertices[3].z = z;
vertices[3].u = 1, vertices[3].v = 1;
vertices[4].x = x, vertices[4].y = y, vertices[4].z = z+d;
vertices[4].u = 0, vertices[4].v = 0;
vertices[5].x = x+w, vertices[5].y = y, vertices[5].z = z+d;
vertices[5].u = 1, vertices[5].v = 0;
vertices[6].x = x, vertices[6].y = y+h, vertices[6].z = z+d;
vertices[6].u = 0, vertices[6].v = 1;
vertices[7].x = x+w, vertices[7].y = y+h, vertices[7].z = z+d;
vertices[7].u = 1, vertices[7].v = 1;
// Back
indices[ 0] = (indice_t)(verticeStart + 0);
indices[ 1] = (indice_t)(verticeStart + 1);
indices[ 2] = (indice_t)(verticeStart + 3);
indices[ 3] = (indice_t)(verticeStart + 0);
indices[ 4] = (indice_t)(verticeStart + 2);
indices[ 5] = (indice_t)(verticeStart + 3);
// Right
indices[ 6] = (indice_t)(verticeStart + 1);
indices[ 7] = (indice_t)(verticeStart + 5);
indices[ 8] = (indice_t)(verticeStart + 7);
indices[ 9] = (indice_t)(verticeStart + 1);
indices[10] = (indice_t)(verticeStart + 3);
indices[11] = (indice_t)(verticeStart + 7);
// Left
indices[12] = (indice_t)(verticeStart + 4);
indices[13] = (indice_t)(verticeStart + 0);
indices[14] = (indice_t)(verticeStart + 2);
indices[15] = (indice_t)(verticeStart + 4);
indices[16] = (indice_t)(verticeStart + 6);
indices[17] = (indice_t)(verticeStart + 2);
// Front
indices[18] = (indice_t)(verticeStart + 5);
indices[19] = (indice_t)(verticeStart + 4);
indices[20] = (indice_t)(verticeStart + 6);
indices[21] = (indice_t)(verticeStart + 5);
indices[22] = (indice_t)(verticeStart + 7);
indices[23] = (indice_t)(verticeStart + 6);
// Top
indices[24] = (indice_t)(verticeStart + 7);
indices[25] = (indice_t)(verticeStart + 2);
indices[26] = (indice_t)(verticeStart + 6);
indices[27] = (indice_t)(verticeStart + 7);
indices[28] = (indice_t)(verticeStart + 3);
indices[29] = (indice_t)(verticeStart + 2);
// Bottom
indices[30] = (indice_t)(verticeStart + 1);
indices[31] = (indice_t)(verticeStart + 0);
indices[32] = (indice_t)(verticeStart + 4);
indices[33] = (indice_t)(verticeStart + 1);
indices[34] = (indice_t)(verticeStart + 4);
indices[35] = (indice_t)(verticeStart + 5);
primitiveBufferVertices(prim, verticeStart, CUBE_VERTICE_COUNT, vertices);
primitiveBufferIndices(prim, indiceStart, CUBE_INDICE_COUNT, indices);
free(vertices);
free(indices);
}
void cubeInit(primitive_t *primitive, float w, float h, float d) {
primitiveInit(primitive, CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
cubeBuffer(primitive,
-w/2, -h/2, -d/2,
w, h, d,
0, 0
);
}

View File

@ -0,0 +1,38 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../../libs.h"
#include "primitive.h"
#define CUBE_VERTICE_COUNT 8
#define CUBE_INDICE_COUNT 36
/**
* Buffer the vertices and indices of a cube onto a primitive.
* @param primitive Primitive to buffer to.
* @param x X position of the cube.
* @param y Y position of the cube.
* @param z Z position of the cube.
* @param w Width of cube.
* @param h Height of cube.
* @param d Depth of cube.
* @param verticeStart The position of the vertex buffer to buffer into.
* @param indiceStart The position of the index buffer to buffer into.
*/
void cubeBuffer(primitive_t *primitive,
float x, float y, float z,
float w, float h, float d,
int32_t verticeStart, int32_t indiceStart
);
/**
* Creates a cube primitive of given size.
* @param primitive Primitive to create into a cube.
* @param w Width of cube.
* @param h Height of cube.
* @param d Depth of cube.
*/
void cubeInit(primitive_t *primitive, float w, float h, float d);

View File

@ -0,0 +1,132 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "primitive.h"
void primitiveInit(primitive_t *primitive,
int32_t verticeCount, int32_t indiceCount
) {
primitive->verticeCount = verticeCount;
primitive->indiceCount = indiceCount;
// size_t sizeIndices = sizeof(uint32_t) * verticeCount;
size_t sizePositions = sizeof(float) * verticeCount * PRIMITIVE_POSITIONS_PER_VERTICE;
size_t sizeCoordinates = sizeof(float) * verticeCount * PRIMITIVE_COORDINATES_PER_VERTICE;
size_t sizeIndices = sizeof(indice_t) * indiceCount;
// Create some buffers, one for the vertex data, one for the indices
GLuint *buffer = malloc(sizeof(GLuint) * 2);
glGenBuffers(2, buffer);
primitive->vertexBuffer = buffer[0];
primitive->indexBuffer = buffer[1];
free(buffer);
// Buffer an empty set of data then buffer each component
glBindBuffer(GL_ARRAY_BUFFER, primitive->vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, primitive->indexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizePositions+sizeCoordinates, 0, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeIndices, 0, GL_DYNAMIC_DRAW);
size_t offset = 0;
// Setup the attrib pointers
glVertexAttribPointer(0, PRIMITIVE_POSITIONS_PER_VERTICE, GL_FLOAT,
GL_FALSE, 0, (void *)offset
);
glEnableVertexAttribArray(0);
offset += sizePositions;
glVertexAttribPointer(1, PRIMITIVE_COORDINATES_PER_VERTICE, GL_FLOAT,
GL_FALSE, 0, (void *)offset
);
glEnableVertexAttribArray(1);
}
void primitiveBufferVertices(primitive_t *primitive,
int32_t position, int32_t count, vertice_t *vertices
) {
// Memory
size_t lengthPositions, lengthCoordinates, offsetPositions, offsetCoordinates;
float *positions, *coordinates;
int32_t i;
// Setup the size of the memory that the positions and coordinates will use
lengthPositions = sizeof(float) * PRIMITIVE_POSITIONS_PER_VERTICE * count;
offsetPositions = sizeof(float) * PRIMITIVE_POSITIONS_PER_VERTICE * position;
lengthCoordinates = sizeof(float) * PRIMITIVE_COORDINATES_PER_VERTICE * count;
offsetCoordinates = (
(sizeof(float) * PRIMITIVE_POSITIONS_PER_VERTICE * primitive->verticeCount)+
(sizeof(float) * PRIMITIVE_COORDINATES_PER_VERTICE * position)
);
// Create some memory
positions = malloc(lengthPositions);
coordinates = malloc(lengthCoordinates);
// Now copy the positions and coordinates from the vertices into the buffer
for(i = 0; i < count; i++) {
positions[i * PRIMITIVE_POSITIONS_PER_VERTICE] = vertices[i].x;
positions[i * PRIMITIVE_POSITIONS_PER_VERTICE + 1] = vertices[i].y;
positions[i * PRIMITIVE_POSITIONS_PER_VERTICE + 2] = vertices[i].z;
coordinates[i * PRIMITIVE_COORDINATES_PER_VERTICE] = vertices[i].u;
coordinates[i * PRIMITIVE_COORDINATES_PER_VERTICE + 1] = vertices[i].v;
}
// Buffer the data into the GPU
glBindBuffer(GL_ARRAY_BUFFER, primitive->vertexBuffer);
glBufferSubData(GL_ARRAY_BUFFER, offsetPositions, lengthPositions, positions);
glBufferSubData(GL_ARRAY_BUFFER, offsetCoordinates, lengthCoordinates, coordinates);
// Free the vertices.
free(positions);
free(coordinates);
}
void primitiveBufferIndices(primitive_t *primitive,
int32_t position, int32_t count, indice_t *indices
) {
size_t length, offset;
offset = position * sizeof(indice_t);
length = count * sizeof(indice_t);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, primitive->indexBuffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, length, indices);
}
void primitiveDraw(primitive_t *primitive, int32_t start, int32_t count) {
if(count == -1) count = primitive->indiceCount;
// Re-Bind the buffers
glBindBuffer(GL_ARRAY_BUFFER, primitive->vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, primitive->indexBuffer);
// Re-Calculate the attrib pointers.
size_t offset = 0;
glVertexAttribPointer(0, PRIMITIVE_POSITIONS_PER_VERTICE, GL_FLOAT,
GL_FALSE, 0, (void *)offset
);
glEnableVertexAttribArray(0);
offset += sizeof(float) * primitive->verticeCount * PRIMITIVE_POSITIONS_PER_VERTICE;
glVertexAttribPointer(1, PRIMITIVE_COORDINATES_PER_VERTICE, GL_FLOAT,
GL_FALSE, 0, (void *)offset
);
glEnableVertexAttribArray(1);
// Render the elements.
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, (void *)(
sizeof(indice_t)*start
));
}
void primitiveDispose(primitive_t *primitive) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &primitive->vertexBuffer);
glDeleteBuffers(1, &primitive->indexBuffer);
}

View File

@ -0,0 +1,82 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../../libs.h"
#define PRIMITIVE_POSITIONS_PER_VERTICE 3
#define PRIMITIVE_COORDINATES_PER_VERTICE 2
/** Structure containing information about a primitive */
typedef struct {
/** How many vertices are in the primitive */
int32_t verticeCount;
/** How many indices are in the primitive */
int32_t indiceCount;
/** Pointer to the vertex buffer on the GPU */
GLuint vertexBuffer;
/** Pointer to the index buffer on the GPU */
GLuint indexBuffer;
} primitive_t;
/** Structure containing vertice position information */
typedef struct {
/** Coordinates */
float x, y, z;
/** Texture UVs */
float u, v;
} vertice_t;
/** Indice that references a specific vertice */
typedef unsigned int indice_t;
/**
* Creates a new primitive.
* @param primitive Primitive to initialize.
* @param verticeCount How many vertices can the primitive hold.
* @param indiceCount How many indices can the primitive hold.
*/
void primitiveInit(primitive_t *primitive,
int32_t verticeCount, int32_t indiceCount
);
/**
* Buffer Vertices to a primitive for use in rendering.
* @param primitive The primitive to buffer vertices into.
* @param position The position (index) to overwrite the vertices of.
* @param count The count of vertices to buffer.
* @param vertices Array of vertices to buffer into the primitive.
*/
void primitiveBufferVertices(primitive_t *primitive,
int32_t position, int32_t count, vertice_t *vertices
);
/**
* Buffer Indices to a primitive for use in rendering.
* @param primitive The primitive to buffer indices into.
* @param position The position (index) to overwrite the indices of.
* @param count The count of indices to buffer.
* @param indices Array of indices to buffer into the primitive.
*/
void primitiveBufferIndices(primitive_t *primitive,
int32_t position, int32_t count, indice_t *indices
);
/**
* Draw a primitive. Primitives are drawn by their indices.
* @param primitive Primitive to draw.
* @param start Start indice (index) to draw.
* @param count Count of indices to draw. Use -1 to draw all.
*/
void primitiveDraw(primitive_t *primitive, int32_t start, int32_t count);
/**
* Cleanup a previously initialized primitive.
* @param primitive Primitive to cleanup.
*/
void primitiveDispose(primitive_t *primitive);

View File

@ -0,0 +1,56 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "quad.h"
void quadBuffer(primitive_t *primitive, float z,
float x0, float y0, float u0, float v0,
float x1, float y1, float u1, float v1,
int32_t verticeStart, int32_t indiceStart
) {
vertice_t *vertices = malloc(sizeof(vertice_t) * QUAD_VERTICE_COUNT);
indice_t *indices = malloc(sizeof(indice_t) * QUAD_INDICE_COUNT);
vertices[0].x = x0, vertices[0].y = y0, vertices[0].z = z;
vertices[0].u = u0, vertices[0].v = v0;
vertices[1].x = x1, vertices[1].y = y0, vertices[1].z = z;
vertices[1].u = u1, vertices[1].v = v0;
vertices[2].x = x0, vertices[2].y = y1, vertices[2].z = z;
vertices[2].u = u0, vertices[2].v = v1;
vertices[3].x = x1, vertices[3].y = y1, vertices[3].z = z;
vertices[3].u = u1, vertices[3].v = v1;
indices[0] = (indice_t)(verticeStart + 0);
indices[1] = (indice_t)(verticeStart + 1);
indices[2] = (indice_t)(verticeStart + 2);
indices[3] = (indice_t)(verticeStart + 1);
indices[4] = (indice_t)(verticeStart + 2);
indices[5] = (indice_t)(verticeStart + 3);
primitiveBufferVertices(primitive,verticeStart,QUAD_VERTICE_COUNT,vertices);
primitiveBufferIndices( primitive,indiceStart, QUAD_INDICE_COUNT, indices );
free(vertices);
free(indices);
}
void quadInit(primitive_t *primitive, float z,
float x0, float y0, float u0, float v0,
float x1, float y1, float u1, float v1
) {
primitiveInit(primitive, QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
quadBuffer(primitive, z,
x0, y0, u0, v0,
x1, y1, u1, v1,
0, 0
);
}

View File

@ -0,0 +1,53 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../../libs.h"
#include "primitive.h"
#define QUAD_VERTICE_COUNT 4
#define QUAD_INDICE_COUNT 6
#define QUAD_INDICE_PER_QUAD 2
/**
* Buffers the vertices of a quad onto a primitive.
*
* @param primitive The primitive to buffer to.
* @param z The Z axis coordinate of the quad.
* @param x0 The X lower coordinate.
* @param y0 The Y lower coordinate.
* @param u0 The X lower texture coordinate.
* @param v0 The Y lower texture coordinate.
* @param x1 The X higher coordinate.
* @param y1 The Y higher coordinate.
* @param u1 The X higher texture coordinate.
* @param v1 The Y higher texture coordinate.
* @param verticeStart Start vertice to buffer to.
* @param indiceStart Start indice to buffer to.
*/
void quadBuffer(primitive_t *primitive, float z,
float x0, float y0, float u0, float v0,
float x1, float y1, float u1, float v1,
int32_t verticeStart, int32_t indiceStart
);
/**
* Creates a new quad primitive.
*
* @param primitive Primitive to turn into a quad.
* @param z The Z axis coordinate of the quad.
* @param x0 The X lower coordinate.
* @param y0 The Y lower coordinate.
* @param u0 The X lower texture coordinate.
* @param v0 The Y lower texture coordinate.
* @param x1 The X higher coordinate.
* @param y1 The Y higher coordinate.
* @param u1 The X higher texture coordinate.
* @param v1 The Y higher texture coordinate.
*/
void quadInit(primitive_t *primitive, float z,
float x0, float y0, float u0, float v0,
float x1, float y1, float u1, float v1
);

View File

@ -0,0 +1,58 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "skywall.h"
void skywallInit(primitive_t *primitive) {
primitiveInit(primitive, SKYWALL_VERTICE_COUNT, SKYWALL_INDICE_COUNT);
vertice_t vertices[SKYWALL_VERTICE_COUNT];
indice_t indices[SKYWALL_INDICE_COUNT];
int32_t n, i, j;
float x, y, z, p, r;
// For each slice. We iterate slices+1 to do the wrapping mentioned below.
for(i = 0; i < SKYWALL_SLICE_COUNT+1; i++) {
// Get the "percentage" of the current slice, slice 0 is 0, slice n is 1
p = (float)i/(float)SKYWALL_SLICE_COUNT;
// Because we we are to "seal the cylinder" we wrap around back to 0 on the
// last slice to have the last vertice meet the first.
if(SKYWALL_SLICE_COUNT == i) {
r = 0;
} else {
r = p * MATH_PI * 2.0f;// Convert % to radians
}
r += mathDeg2Rad(90);
// Determine the X/Z for the given radian
x = SKYWALL_SIZE * (float)cos(r);
z = SKYWALL_SIZE * (float)sin(r);
y = SKYWALL_SIZE * 1;
// Get the start index for the ertices
n = i * SKYWALL_VERTICES_PER_SLICE;
vertices[n].x = x, vertices[n].y = -y, vertices[n].z = z;
vertices[n].u = p, vertices[n].v = 1;
vertices[n+1].x = x, vertices[n+1].y = y, vertices[n+1].z = z;
vertices[n+1].u = p, vertices[n+1].v = 0;
if(i == SKYWALL_SLICE_COUNT) continue;
j = i * SKYWALL_INDICES_PER_SLICE;
indices[j] = (indice_t)n;
indices[j+1] = (indice_t)n+1;
indices[j+2] = (indice_t)n+2;
indices[j+3] = (indice_t)n+3;
indices[j+4] = (indice_t)n+2;
indices[j+5] = (indice_t)n+1;
}
primitiveBufferVertices(primitive, 0, SKYWALL_VERTICE_COUNT, vertices);
primitiveBufferIndices(primitive, 0, SKYWALL_INDICE_COUNT, indices);
}

View File

@ -0,0 +1,29 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../../libs.h"
#include "../../util/math.h"
#include "primitive.h"
/** How many slices in each cylinder. */
#define SKYWALL_SLICE_COUNT 40
/** How many vertices per slice */
#define SKYWALL_VERTICES_PER_SLICE 2
/** How many indices per slice */
#define SKYWALL_INDICES_PER_SLICE 6
/** How many vertices in the cylinder, +1 to have the cylinder "wrap" */
#define SKYWALL_VERTICE_COUNT (SKYWALL_SLICE_COUNT+1)*SKYWALL_VERTICES_PER_SLICE
/** How many indices in the cylinder */
#define SKYWALL_INDICE_COUNT SKYWALL_INDICES_PER_SLICE*SKYWALL_SLICE_COUNT
/** How big the skywall cylinder is */
#define SKYWALL_SIZE 10
void skywallInit(primitive_t *primitive);

41
src/dawn/display/render.c Normal file
View File

@ -0,0 +1,41 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "render.h"
void renderInit() {
// Enable GL things.
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
// Setup the alpha blend function.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glClearColor(0,0,0, 0.0);
}
void renderFrameStart(render_t *render) {
// Clear the frame buffer.
renderResetFramebuffer(render);
}
void renderDispose() {
}
void renderSetResolution(render_t *render, float width, float height) {
render->width = width;
render->height = height;
}
void renderResetFramebuffer(render_t *render) {
frameBufferUnbind(render->width, render->height, true);
}

50
src/dawn/display/render.h Normal file
View File

@ -0,0 +1,50 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../libs.h"
#include "framebuffer.h"
/**
* Contains information about the current render state, can be used for querying
* how the renderer is currently set up.
*/
typedef struct {
/** Resolution (in pixels). Floats to allow subpixels in future. */
float width, height;
} render_t;
/**
* Initialize the renderer.
*/
void renderInit();
/**
* Render a single frame of the render loop. The renderer is not (currently)
* responsible for render looping.
* @param render The render manager
*/
void renderFrameStart(render_t *render);
/**
* Cleanup a render context.
*/
void renderDispose();
/**
* Sets the internal display resolution.
*
* @param render Render context to resize.
* @param width Width of the display (in pixels).
* @param height Height of the display (in pixels).
*/
void renderSetResolution(render_t *render, float width, float height);
/**
* Reset the framebuffer back to the original backbuffer.
*
* @param render Render to reset the backbuffer to.
*/
void renderResetFramebuffer(render_t *render);

View File

@ -0,0 +1,125 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "renderlist.h"
void renderListInit(renderlist_t *list,int32_t width, int32_t height) {
frameBufferInit(&list->frame, width, height);
quadInit(&list->quad, 0, 0,0,0,0, 1,1,1,1);
list->passCount = 0;
}
renderpass_t * renderListGetPass(renderlist_t *list, uint8_t pass) {
return list->passes + pass;
}
uint8_t renderPassAdd(renderlist_t *list, shader_t *shader) {
uint8_t i;
renderpass_t *pass;
i = list->passCount++;
pass = renderListGetPass(list, i);
pass->shader = shader;
frameBufferInit(&pass->frame,
list->frame.texture.width, list->frame.texture.height
);
return i;
}
renderpass_t * renderListRenderPass(
renderlist_t *list, engine_t *engine, uint8_t pass
) {
renderpass_t *renderPass;
renderPass = renderListGetPass(list, pass);
// Bind the shader.
frameBufferUse(&renderPass->frame, true);
shaderUse(renderPass->shader);
return renderPass;
}
void renderListRender(
renderlist_t *list, shader_t *shader, shaderuniform_t *uniforms
) {
camera_t camera;
int32_t i;
renderpass_t *pass;
// Setup the camera
cameraLookAt(&camera, 0,0,1, 0,0,0);
cameraOrtho(&camera, 0,1, 0,1, 0.5f, 1.5f);
// Bind the framebuffer
frameBufferUse(&list->frame, true);
// Set the shader
shaderUse(shader);
shaderUseCamera(shader, uniforms[0], uniforms[1], &camera);
shaderUsePosition(shader, uniforms[2], 0,0,0, 0,0,0);
// Render each pass.
for(i = 0; i < list->passCount; i++) {
pass = renderListGetPass(list, i);
shaderUseTexture(shader, uniforms[3+i], &pass->frame.texture);
primitiveDraw(&list->quad, 0, -1);
}
}
void renderListAsBackbuffer(
renderlist_t *list, engine_t *engine, shader_t *shader,
shaderuniform_t *uniforms
) {
camera_t camera;
// Reset to backbuffer
renderResetFramebuffer(&engine->render);
// Setup camera to look right at teh quad.
cameraLookAt(&camera, 0,0,1, 0,0,0);
cameraOrtho(&camera, 0,1, 0,1, 0.5f, 1.5f);
// Set up the shader.
shaderUse(shader);
shaderUseCamera(shader, uniforms[0], uniforms[1], &camera);
shaderUsePosition(shader, uniforms[2], 0,0,0, 0,0,0);
shaderUseTexture(shader, uniforms[3], &list->frame.texture);
// Render the quad to the back buffer.
primitiveDraw(&list->quad, 0, -1);
}
void renderListResize(renderlist_t *list, int32_t width, int32_t height) {
uint8_t i;
if(
width == list->frame.texture.width &&
height == list->frame.texture.height
) return;
frameBufferDispose(&list->frame);
frameBufferInit(&list->frame, width, height);
for(i = 0; i < list->passCount; i++) {
frameBufferDispose(&list->passes[i].frame);
frameBufferInit(&list->passes[i].frame, width, height);
}
}
void renderListDispose(renderlist_t *list) {
uint8_t i;
for(i = 0; i < list->passCount; i++) {
frameBufferDispose(&list->passes[i].frame);
}
frameBufferDispose(&list->frame);
primitiveDispose(&list->quad);
}

View File

@ -0,0 +1,126 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "framebuffer.h"
#include "primitive/primitive.h"
#include "shader.h"
#include "camera.h"
#include "../engine/engine.h"
#include "primitive/quad.h"
#include "../util/dynarray.h"
#include "render.h"
#define RENDER_PASSES_MAX 8
typedef struct {
framebuffer_t frame;
shader_t *shader;
} renderpass_t;
typedef struct {
framebuffer_t frame;
primitive_t quad;
renderpass_t passes[RENDER_PASSES_MAX];
uint8_t passCount;
} renderlist_t;
typedef struct {
shader_t shader;
shaderuniform_t uniformTexture;
shaderuniform_t uniformView;
shaderuniform_t uniformProjection;
} renderlistbackbuffershader_t;
/**
* Initialize a render pass list.
*
* @param list List to initialize.
* @param width Width of the frame buffer(s).
* @param height Height of the frame buffer(s).
*/
void renderListInit(renderlist_t *list, int32_t width, int32_t height);
/**
* Retrieve the render pass at the given index.
*
* @param list List to get the pass from.
* @param pass Render pass index to get.
* @return The render pass at the given index.
*/
renderpass_t * renderListGetPass(renderlist_t *list, uint8_t pass);
/**
* Adds a render pass to the render list.
*
* @param list Render list to add the pass to.
* @param shader Shader to use for the render pass.
* @return The render pass index.
*/
uint8_t renderPassAdd(renderlist_t *list, shader_t *shader);
/**
* Prepare the rendering for a specific render pass. This will set up the
* render pass framebuffer, shader and prepare it for rendering.
*
* @param list List to get the render pass from.
* @param engine Game engine for the render pass.
* @param pass Pass index to render.
* @return The pointer to the render pass that is now active.
*/
renderpass_t * renderListRenderPass(
renderlist_t *list, engine_t *engine, uint8_t pass
);
/**
* Render a render list. The render list will provide the sum of the textures to
* the given shader as uniforms and then call a single render against a textured
* quad. The given shader will need to decide how to multiply the provided
* texture indexes.
*
* @param list List to render.
* @param shader Shader to use while rendering.
* @param uniforms Uniforms for the render list. [ view, proj, model, ...text ]
*/
void renderListRender(
renderlist_t *list, shader_t *shader, shaderuniform_t *uniforms
);
/**
* Takes a previously rendered render list and renders it to the backbuffer.
* You could do this manually, but this method makes the assumption that the
* render list is the only thing to be rendered to the backbuffer (currently).
*
* @param list Render list to render to the backbuffer
* @param engine Engine to use when rendering.
* @param shader Shader to use to render to the backbuffer.
* @param uniforms Uniforms for the back buffer. [ view, proj, model, text ]
*/
void renderListAsBackbuffer(
renderlist_t *list, engine_t *engine, shader_t *shader,
shaderuniform_t *uniforms
);
/**
* Resize an existing render list and all its render pass frame buffers. This
* will dispose (and clear) the existing frame buffers for both the list and
* each of the passes. Resizing to the same size won't cause an update to occur.
*
* @param list List to update.
* @param width New render list width.
* @param height New render list height.
*/
void renderListResize(renderlist_t *list, int32_t width, int32_t height);
/**
* Dispose a render list entirely.
*
* @param list Render list to dispose.
*/
void renderListDispose(renderlist_t *list);

196
src/dawn/display/shader.c Normal file
View File

@ -0,0 +1,196 @@
/**
* Copyright (c) 2021 Dominic Msters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shader.h"
void shaderInit(shader_t *shader,
char *vertexShaderSource, char* fragmentShaderSource
) {
int32_t isSuccess, maxLength, i, texture;
char *error;
GLuint shaderVertex, shaderFragment, shaderProgram;
GLint size; // size of the variable
GLsizei length; // name length
GLchar const* filesVertex[] = { vertexShaderSource };
GLchar const* filesFragment[] = { fragmentShaderSource };
// Load the vertex shader first
shaderVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shaderVertex, 1, filesVertex, 0);
glCompileShader(shaderVertex);
// Validate
glGetShaderiv(shaderVertex, GL_COMPILE_STATUS, &isSuccess);
if(!isSuccess) {
glGetShaderiv(shaderVertex, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
printf("Failed to compile vertex shader %s\n", error);
free(error);
return;
}
// Now load the Frag shader
shaderFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(shaderFragment, 1, filesFragment, 0);
glCompileShader(shaderFragment);
glGetShaderiv(shaderFragment, GL_COMPILE_STATUS, &isSuccess);
if(!isSuccess) {
glGetShaderiv(shaderFragment, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetShaderInfoLog(shaderFragment, maxLength, &maxLength, error);
printf("Failed to compile fragment shader %s\n", error);
free(error);
glDeleteShader(shaderVertex);
return;
}
// Now create the shader program.
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, shaderVertex);
glAttachShader(shaderProgram, shaderFragment);
//Bind, Verify & Use the shader program
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isSuccess);
if(!isSuccess) {
glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetProgramInfoLog(shaderProgram, maxLength, &maxLength, error);
printf("Failed to load shader program %s\n", error);
free(error);
glDeleteShader(shaderVertex);
glDeleteShader(shaderFragment);
return;
}
// Everything is okay, let's create the encapsulated shader.
shader->shaderVertex = shaderVertex;
shader->shaderFrag = shaderFragment;
shader->shaderProgram = shaderProgram;
// Extract uniforms
glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &shader->uniformCount);
texture = 0;
for(i = 0; i < shader->uniformCount; i++) {
shader->uniformNames[i] = (
shader->uniformBuffer + (i * SHADER_UNIFORM_NAME_MAX)
);
glGetActiveUniform(
shaderProgram, (GLuint)i, SHADER_UNIFORM_NAME_MAX,
&length, &size, shader->types + i, shader->uniformNames[i]
);
// TODO: Reset uniforms to zero.
if(shader->types[i] == GL_SAMPLER_2D) shader->textureSlots[i] = texture++;
}
// Bind the shader
shaderUse(shader);
}
shaderuniform_t shaderGetUniform(shader_t *shader, char *name) {
int32_t i;
for(i = 0; i < shader->uniformCount; i++) {
if(strcmp(shader->uniformNames[i], name) == 0) return i;
}
return (shaderuniform_t)0xFFFFFFFF;
}
void shaderGetUniformArray(
shader_t *shader, shaderuniform_t *uniformSet,
char **uniforms, int32_t uniformCount
) {
int32_t i;
for(i = 0; i < uniformCount; i++) {
uniformSet[i] = shaderGetUniform(shader, uniforms[i]);
}
}
void shaderDispose(shader_t *shader) {
glDeleteProgram(shader->shaderProgram);
glDeleteShader(shader->shaderVertex);
glDeleteShader(shader->shaderFrag);
}
void shaderUse(shader_t *shader) {
glUseProgram(shader->shaderProgram);
}
void shaderUseTexture(
shader_t *shader, shaderuniform_t uniform, texture_t *texture
) {
int32_t i = shader->textureSlots[(int32_t)uniform];
// TODO: I need to be able to get the texture ID
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture->id);
glUniform1i(uniform, i);
}
void shaderUseMatrix(
shader_t *shader, shaderuniform_t uniform, matrix_t *matrix
) {
glUniformMatrix4fv(uniform, 1, GL_FALSE, matrix->internalMatrix[0]);
}
void shaderUseColor(shader_t *shader, shaderuniform_t uniform, pixel_t color) {
glUniform4f(uniform,
(float)color.r / 255.0f,
(float)color.g / 255.0f,
(float)color.b / 255.0f,
(float)color.a / 255.0f
);
}
void shaderUsePosition(
shader_t *shader, shaderuniform_t uniform,
float x, float y, float z,
float pitch, float yaw, float roll
) {
matrix_t matrix;
matrixIdentity(&matrix);
matrixTranslate(&matrix, x, y, z);
// Rotation (YZX order)
matrixRotate(&matrix, yaw, 0, 1, 0);
matrixRotate(&matrix, roll, 0, 0, 1);
matrixRotate(&matrix, pitch, 1, 0, 0);
shaderUseMatrix(shader, uniform, &matrix);
}
void shaderUsePositionAndScale(
shader_t *shader, shaderuniform_t uniform,
float x, float y, float z,
float pitch, float yaw, float roll,
float scaleX, float scaleY, float scaleZ
) {
matrix_t matrix;
matrixIdentity(&matrix);
matrixTranslate(&matrix, x, y, z);
// Rotation (YZX order)
matrixRotate(&matrix, yaw, 0, 1, 0);
matrixRotate(&matrix, roll, 0, 0, 1);
matrixRotate(&matrix, pitch, 1, 0, 0);
matrixScale(&matrix, scaleX, scaleY, scaleZ);
shaderUseMatrix(shader, uniform, &matrix);
}
void shaderUseCamera(
shader_t *shader,
shaderuniform_t uniformView, shaderuniform_t uniformProjection,
camera_t *camera
) {
shaderUseMatrix(shader, uniformView, &camera->view);
shaderUseMatrix(shader, uniformProjection, &camera->projection);
}

178
src/dawn/display/shader.h Normal file
View File

@ -0,0 +1,178 @@
/**
* Copyright (c) 2021 Dominic Msters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include <dawn/libs.h>
#include "matrix.h"
#include "camera.h"
#include "texture.h"
#include "../util/array.h"
#define SHADER_UNIFORM_NAME_MAX 24
#define SHADER_UNIFORM_COUNT 16
/** Representation of a shader uniform */
typedef GLuint shaderuniform_t;
/**
* Structure containing information about an OpenGL Shader. For simplicity sake
* we demand certain uninforms to be present on the shader target.
*/
typedef struct {
/** Pointer to an uploaded vertex shader program */
GLuint shaderVertex;
/** Pointer to an uploaded fragment shader program */
GLuint shaderFrag;
/** Pointer to an uploaded shader program linked */
GLuint shaderProgram;
/** Buffer of chars where we store the uniform names */
char uniformBuffer[SHADER_UNIFORM_NAME_MAX * SHADER_UNIFORM_COUNT];
/** Array of strings (pointers to the above buffer) of the uniform names */
char *uniformNames[SHADER_UNIFORM_COUNT];
int32_t uniformCount;
/** Type of each uniform */
GLenum types[SHADER_UNIFORM_COUNT];
/** Texture Slots (which texture slot for GL to use for each uniform) */
uint8_t textureSlots[SHADER_UNIFORM_COUNT];
} shader_t;
/**
* Compiles a shader from vertex and fragment shader code.
* @param shader Shader to compile into.
* @param vertexShaderSource The raw vertex shader code.
* @param fragmentShaderSource The raw fragment shader code.
*/
void shaderInit(shader_t *shader,
char *vertexShaderSource, char* fragmentShaderSource
);
/**
* Return the shaderuniform_t for a given shader uniform name.
*
* @param shader Shader to get from
* @param name Name to look for
* @return The shader uniform, or -1 if not found.
*/
shaderuniform_t shaderGetUniform(shader_t *shader, char *name);
/**
* Return an array of shaderuniform_t's into an array for a given string array.
*
* @param shader Shader to get the uniforms from.
* @param uniformSet Uniform array to get.
* @param uniforms Uniform strings to get.
* @param uniformCount Count of uniforms you're getting.
*/
void shaderGetUniformArray(
shader_t *shader, shaderuniform_t *uniformSet,
char **uniforms, int32_t uniformCount
);
/**
* Cleanup and unload a previously loaded shader.
* @param shader The shader to unload
*/
void shaderDispose(shader_t *shader);
/**
* Attaches the supplied shader as the current shader.
* @param shader The shader to attach
*/
void shaderUse(shader_t *shader);
/**
* Attaches a texture to the shader.
*
* @param shader Shader to attach to.
* @param uniform Uniform on the shader to set.
* @param texture Texture to attach.
*/
void shaderUseTexture(
shader_t *shader, shaderuniform_t uniform, texture_t *texture
);
/**
* Set's a specific shader uniform to a matrix.
*
* @param shader Shader to apply to.
* @param uniform Uniform on the shader to set.
* @param matrix Matrix to apply.
*/
void shaderUseMatrix(
shader_t *shader, shaderuniform_t uniform, matrix_t *matrix
);
/**
* Set's a specific shader uniform to a color.
*
* @param shader Shader to apply to.
* @param uniform Uniform on the shader to set.
* @param color Color to set on to the uniform.
*/
void shaderUseColor(shader_t *shader, shaderuniform_t uniform, pixel_t color);
/**
* Set's the current translation matrix onto the shader for the next
* render to use. Rotation order is set to YZX.
*
* @param shader Shader to attach to.
* @param uniform Uniform on the shader to set.
* @param x X coordinate (world space).
* @param y Y coordinate (world space).
* @param z Z coordinate (world space).
* @param pitch Pitch of the object (local space).
* @param yaw Yaw of the object (local space).
* @param roll Roll of the object (local space).
*/
void shaderUsePosition(
shader_t *shader, shaderuniform_t uniform,
float x, float y, float z,
float pitch, float yaw, float roll
);
/**
* Set's the current translation matrix onto the shader for the next
* render to use. Also provides scaling controls.
*
* @param shader Shader to attach to.
* @param uniform Uniform on the shader to set.
* @param x X coordinate (world space).
* @param y Y coordinate (world space).
* @param z Z coordinate (world space).
* @param pitch Pitch of the object (local space).
* @param yaw Yaw of the object (local space).
* @param roll Roll of the object (local space).
* @param scaleX X scale of model (1 being 100% scaled).
* @param scaleY Y scale of model (1 being 100% scaled).
* @param scaleZ Z scale of model (1 being 100% scaled).
*/
void shaderUsePositionAndScale(
shader_t *shader, shaderuniform_t uniform,
float x, float y, float z,
float pitch, float yaw, float roll,
float scaleX, float scaleY, float scaleZ
);
/**
* Attaches a camera to the shader.
*
* @param shader Shader to attach to.
* @param uniformView Shader Uniform for the view matrix.
* @param uniformProjection Shader Uniform for the view matrix.
* @param camera Camera to attach.
*/
void shaderUseCamera(
shader_t *shader,
shaderuniform_t uniformView, shaderuniform_t uniformProjection,
camera_t *camera
);

View File

@ -0,0 +1,49 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "spritebatch.h"
void spriteBatchInit(spritebatch_t *batch, int32_t maxSprites) {
batch->maxSprites = maxSprites;
batch->currentSprite = 0;
primitiveInit(&batch->primitive,
maxSprites*QUAD_VERTICE_COUNT, maxSprites*QUAD_INDICE_COUNT
);
}
void spriteBatchQuad(spritebatch_t *spriteBatch, int32_t index,
float x, float y, float z, float width, float height,
float u0, float v0, float u1, float v1
) {
if(index == -1) {
index = spriteBatch->currentSprite++;
} else {
spriteBatch->currentSprite = mathMax(index, spriteBatch->currentSprite);
}
quadBuffer(&spriteBatch->primitive, z,
x, y, u0, v0,
x+width, y+height, u1, v1,
index*QUAD_VERTICE_COUNT, index*QUAD_INDICE_COUNT
);
}
void spriteBatchFlush(spritebatch_t *spriteBatch) {
spriteBatch->currentSprite = 0;
}
void spriteBatchDraw(spritebatch_t *spriteBatch, int32_t index, int32_t count) {
if(count == -1) count = spriteBatch->currentSprite;
primitiveDraw(&spriteBatch->primitive,
index*QUAD_INDICE_COUNT, count*QUAD_INDICE_COUNT
);
}
void spriteBatchDispose(spritebatch_t *spriteBatch) {
primitiveDispose(&spriteBatch->primitive);
}

View File

@ -0,0 +1,71 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../libs.h"
#include "../util/math.h"
#include "primitive/primitive.h"
#include "primitive/quad.h"
/** Definition of a Sprite Batch. */
typedef struct {
/** Maximum sprites the batch can hold. */
int32_t maxSprites;
/** The current/next sprite index. */
int32_t currentSprite;
/** Internal primitive */
primitive_t primitive;
} spritebatch_t;
/**
* Creates a new Sprite Batch made of standard quads.
*
* @param batch Sprite batch to init.
* @param maxSprites The maxiumum number of sprites the batch can hold.
*/
void spriteBatchInit(spritebatch_t *batch, int32_t maxSprites);
/**
* Renders a sprite onto a given Sprite Batch.
*
* @param spriteBatch The sprite batch to render to.
* @param index The index within the sprite batch. Set to -1 to select "next".
* @param x X coordinate of the sprite.
* @param y Y coordinate of the sprite.
* @param width Width of the sprite.
* @param height Height of the sprite.
* @param u0 Texture U coordinate (min).
* @param v0 Texture V coordinate (min).
* @param u1 Texture U coordinate (max).
* @param v1 Texture V coordinate (max).
*/
void spriteBatchQuad(spritebatch_t *spriteBatch, int32_t index,
float x, float y, float z, float width, float height,
float u0, float v0, float u1, float v1
);
/**
* Flushes a sprite batch to reset the indexes.
* @param spriteBatch The batch.
*/
void spriteBatchFlush(spritebatch_t *spriteBatch);
/**
* Draws the Sprite Batch.
*
* @param spriteBatch The sprite batch to render.
* @param start Start index to render from.
* @param count Count of sprites to render. Set to -1 to render to the current.
*/
void spriteBatchDraw(spritebatch_t *spriteBatch, int32_t start, int32_t count);
/**
* Disposes a previously created Sprite Batch.
*
* @param spriteBatch The sprite batch to dispose.
*/
void spriteBatchDispose(spritebatch_t *spriteBatch);

View File

@ -0,0 +1,64 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "texture.h"
// Due to some compiler bullshit, this is here.
#ifndef STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#endif
void textureInit(texture_t *texture, int32_t width, int32_t height,
pixel_t *pixels
) {
texture->width = width;
texture->height = height;
// Generate a texture ID and bind.
glGenTextures(1, &texture->id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->id);
// Setup our preferred texture params
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Start by buffering all transparent black pixels.
if(pixels == NULL) {
// TODO: I can optimize this, I think the GPU can default this somehow
pixels = calloc(width * height, sizeof(pixel_t));
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels
);
free(pixels);
} else {
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels
);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
void textureBufferPixels(texture_t *texture,
int32_t x, int32_t y, int32_t width, int32_t height, pixel_t *pixels
) {
glBindTexture(GL_TEXTURE_2D, texture->id);
glTexSubImage2D(GL_TEXTURE_2D, 0,
x, y, width, height,
GL_RGBA, GL_UNSIGNED_BYTE, pixels
);
}
void textureDispose(texture_t *texture) {
glDeleteTextures(1, &texture->id);
}

View File

@ -0,0 +1,68 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../libs.h"
/**
* Structure detailing information about a texture.
* Because we plan to upload the pixels of a texture into the GPU, we don't
* store the pixels in memory because we don't need to!
*/
typedef struct {
/** Width (in pixels) of the texture */
int32_t width;
/** Height (in pixels) of the texture */
int32_t height;
/** Texture ID on the GPU */
GLuint id;
} texture_t;
/** Information about a single pixel. */
typedef struct {
/** RGBA Color values */
uint8_t r, g, b, a;
} pixel_t;
#define PIXEL_COLOR_WHITE ((pixel_t){ .r = 255, .g = 255, .b = 255, .a = 255 })
#define PIXEL_COLOR_RED ((pixel_t){ .r = 255, .g = 0, .b = 0, .a = 255 })
#define PIXEL_COLOR_GREEN ((pixel_t){ .r = 0, .g = 255, .b = 0, .a = 255 })
#define PIXEL_COLOR_BLUE ((pixel_t){ .r = 0, .g = 0, .b = 255, .a = 255 })
#define PIXEL_COLOR_BLACK ((pixel_t){ .r = 0, .g = 0, .b = 0, .a = 255 })
#define PIXEL_COLOR_TRANSPARENT ((pixel_t){ .r = 0, .g = 0, .b = 0, .a = 0 })
/**
* Initializes a texture that can be written in to.
*
* @param texture Texture to initialize.
* @param width Width of the texture (in pixels).
* @param height Height of the texture (in pixels).
* @param pixels Default pixel array, set to NULL to set all pixel data to 0.
*/
void textureInit(texture_t *texture, int32_t width, int32_t height,
pixel_t *pixels
);
/**
* Buffer pixel data onto the GPU. Pixel buffering is rather costly so avoid
* doing this too often.
*
* @param texture Texture to buffer in to.
* @param x X coordinate in texture space to render to.
* @param y Y coordinate in texture space to render to.
* @param width Width of the pixel region you're buffering.
* @param height Height of the pixel region you're buffering.
* @param pixels Array of pixels to buffer onto the GPU.
*/
void textureBufferPixels(texture_t *texture,
int32_t x, int32_t y, int32_t width, int32_t height, pixel_t *pixels
);
/**
* Clean a previously created texture.
*
* @param texture Texture to clean up.
*/
void textureDispose(texture_t *texture);

View File

@ -0,0 +1,29 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "texture.h"
#define MANAGED_TEXTURE_SCALE_MAX 4
typedef struct {
int16_t width;
int16_t height;
uint8_t scale;
} texturescalescale_t;
typedef struct {
uint8_t channels;
char *file;
char *path;
int16_t baseWidth;
int16_t baseHeight;
texturescalescale_t scales[MANAGED_TEXTURE_SCALE_MAX];
uint8_t scaleCount;
} texturescale_t;

View File

@ -0,0 +1,62 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "tileset.h"
void tilesetInit(tileset_t *tileset,
int32_t columns, int32_t rows,
int32_t width, int32_t height,
int32_t gapX, int32_t gapY,
int32_t borderX, int32_t borderY
) {
float tdivX, tdivY;
int32_t x, y, i;
tileset->count = rows * columns;
tileset->divisions = malloc(sizeof(tilesetdiv_t) * tileset->count);
tileset->columns = columns;
tileset->rows = rows;
// Calculate division sizes (pixels)
tileset->divX = (
(float)width - ((float)borderX * 2.0f) - ((float)gapX * ((float)columns-1))
) / columns;
tileset->divY = (
(float)height - ((float)borderY * 2.0f) - ((float)gapY * ((float)rows - 1))
) / rows;
// Calculate the division sizes (units)
tdivX = tileset->divX / width;
tdivY = tileset->divY / height;
// Calculate the divisions (in units)
i = -1;
for(y = 0; y < rows; y++) {
for(x = 0; x < columns; x++) {
tileset->divisions[++i].x0 = (
borderX + (tileset->divX * x) + (gapX * x)
) / width;
tileset->divisions[i].x1 = tileset->divisions[i].x0 + tdivX;
tileset->divisions[i].y0 = (
borderY + (tileset->divY * y) + (gapY * y)
) / height;
tileset->divisions[i].y1 = tileset->divisions[i].y0 + tdivY;
}
}
}
tilesetdiv_t tilesetGetDivision(tileset_t *tileset,int32_t column,int32_t row) {
return tileset->divisions[
(column % tileset->columns) + (row * tileset->columns)
];
}
void tilesetDispose(tileset_t *tileset) {
free(tileset->divisions);
}

View File

@ -0,0 +1,64 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../libs.h"
/** Division of a texture */
typedef struct {
float x0, y0, x1, y1;
} tilesetdiv_t;
/** Definition of a Tileset */
typedef struct {
/** Count of X/Y divisions */
int32_t columns, rows;
/** Size of each divison (in pixels) */
float divX, divY;
/** Count of divisions (unused) */
int32_t count;
/** Division information */
tilesetdiv_t *divisions;
} tileset_t;
/**
* Create a tileset. Tilesets will be pre-divided to save performance later.
*
* @param tileset Tileset to init into.
* @param columns Count of columns.
* @param rows Count of rows.
* @param width Width of the tileset.
* @param height Height of the tileset.
* @param gapX Space between each column.
* @param gapY Space between each row.
* @param borderX Space around the edge of the tileset.
* @param borderY Space around the edge of the tileset.
*/
void tilesetInit(tileset_t *tileset,
int32_t columns, int32_t rows,
int32_t width, int32_t height,
int32_t gapX, int32_t gapY,
int32_t borderX, int32_t borderY
);
/**
* Retreive the division for a given tileset coordinate.
*
* @param tileset Tileset to retreive from.
* @param column X axis of the tileset.
* @param row Y axis of the tileset.
* @returns The Tileset division.
*/
tilesetdiv_t tilesetGetDivision(tileset_t *tileset,int32_t column, int32_t row);
/**
* Cleans a previously created tileset
*
* @param tileset Cleanup the tileset.
*/
void tilesetDispose(tileset_t *tileset);

12
src/dawn/engine/client.c Normal file
View File

@ -0,0 +1,12 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "client.h"
void clientInit(client_t *client) {
client->setTitle = NULL;
}

23
src/dawn/engine/client.h Normal file
View File

@ -0,0 +1,23 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
/** Callback to set the window title */
typedef void clientsettitle_t(char *string);
typedef struct {
clientsettitle_t *setTitle;
} client_t;
/**
* Initialize the client to its default state.
*
* @param client Client to initialize.
*/
void clientInit(client_t *client);

48
src/dawn/engine/engine.c Normal file
View File

@ -0,0 +1,48 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "engine.h"
void engineInit(engine_t *engine) {
randSeed(123);
#if defined(GAME_NAME)
engine->name = GAME_NAME;
#else
engine->name = "Dawn";
#endif
clientInit(&engine->client);
epochInit(&engine->time);
renderInit();
inputInit(&engine->input);
assetManagerInit(&engine->assetManager);
assetManagerStart(&engine->assetManager);
}
void engineUpdateStart(engine_t *engine, float delta) {
epochUpdate(&engine->time, delta);
inputUpdate(&engine->input);
assetManagerUpdate(&engine->assetManager);
renderFrameStart(&engine->render);
}
bool engineUpdateEnd(engine_t *engine) {
if(inputIsPressed(&engine->input, INPUT_NULL)) {
printf("Game exit requested\n");
return false;
}
return true;
}
void engineDispose(engine_t *engine) {
assetManagerDispose(&engine->assetManager);
inputDispose(&engine->input);
renderDispose();
}

69
src/dawn/engine/engine.h Normal file
View File

@ -0,0 +1,69 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "client.h"
#include "../util/rand.h"
#include "../input/input.h"
#include "../epoch/epoch.h"
#include "../display/render.h"
#include "../file/assetmanager.h"
// #if !defined(GAME_NAME)
// #error You need to define the GAME_NAME string
// #endif
typedef struct {
/** Name of the game */
char *name;
/** Time Manager for the game */
epoch_t time;
/** Render Manager for the game */
render_t render;
/** Asset Manager for the game */
assetmanager_t assetManager;
/** Input Manager for the game */
input_t input;
/** Game client information */
client_t client;
} engine_t;
/**
* Initializes the provided engine. This will initialize all of the various
* managers for the game to use.
*
* @param engine Engine to initialize.
*/
void engineInit(engine_t *engine);
/**
* Updates the given engine at the start of a frame.
*
* @param engine Engine that is being updated
* @param delta Delta tick provided by the game's platform.
*/
void engineUpdateStart(engine_t *engine, float delta);
/**
* Updates the given engine at the end of a frame.
*
* @param engine Engine to update.
*/
bool engineUpdateEnd(engine_t *engine);
/**
* Cleanup the engine context.
*
* @param engine Engine to clean up.
*/
void engineDispose(engine_t *engine);

45
src/dawn/engine/thread.c Normal file
View File

@ -0,0 +1,45 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "thread.h"
void threadInit(thread_t *thread, threadfunction_t *call) {
thread->call = call;
thread->user = NULL;
thread->state = 0x00;
}
void threadStart(thread_t *thread) {
thread->state |= THREAD_FLAG_QUEUED;
sysThreadCreate(&_threadWrappedCallback, thread->pt, thread);
}
void threadJoin(thread_t *thread) {
sysThreadJoin(thread->pt);
}
void threadCancel(thread_t *thread) {
sysThreadCancel(thread->pt, 1);
}
void threadSleep(float time) {
sleep((unsigned long)(time * 1000.0f));
}
int32_t _threadWrappedCallback(thread_t *thread) {
int32_t response;
flagOff(thread->state, THREAD_FLAG_QUEUED);
thread->state |= THREAD_FLAG_RUNNING;
response = thread->call(thread);
thread->state |= THREAD_FLAG_HAS_RUN;
flagOff(thread->state, THREAD_FLAG_RUNNING);
return response;
}

72
src/dawn/engine/thread.h Normal file
View File

@ -0,0 +1,72 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/flags.h"
typedef struct _thread_t thread_t;
#define THREAD_FLAG_RUNNING flagDefine(0)
#define THREAD_FLAG_QUEUED flagDefine(1)
#define THREAD_FLAG_HAS_RUN flagDefine(2)
/**
* Thread function itself.
*
* @param thread Thread that was called.
* @return The exit code, try to ensure only 0 is possible.
*/
typedef int32_t threadfunction_t(thread_t *thread);
typedef struct _thread_t {
threadhandle_t pt;
void *user;
uint8_t state;
threadfunction_t *call;
} thread_t;
/**
* Initialize a thread, prepare it to be started. You need to manually start it
* yourself.
*
* @param thread Thread pointer to maintain.
* @param call User callback to fire when the thread is started.
*/
void threadInit(thread_t *thread, threadfunction_t *call);
/**
* Start a previously prepared thread.
*
* @param thread Thread to start.
*/
void threadStart(thread_t *thread);
/**
* Wait for the given thread to finish execution.
*
* @param thread Thread to join.
*/
void threadJoin(thread_t *thread);
/**
* Cancel a running thread, avoid using where possible incase of any undefined
* behaviour.
*
* @param thread Thread to cancel.
*/
void threadCancel(thread_t *thread);
/**
* Sleep the current thread.
*
* @param time Time in seconds to sleep for.
*/
void threadSleep(float time);
/** Managing function for thread to help update the state */
int32_t _threadWrappedCallback(thread_t *thread);

23
src/dawn/epoch/epoch.c Normal file
View File

@ -0,0 +1,23 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "epoch.h"
void epochInit(epoch_t *epoch) {
epoch->delta = EPOCH_FIXED_STEP;
epoch->last = EPOCH_FIXED_STEP;
epoch->current = EPOCH_FIXED_STEP + EPOCH_FIXED_STEP;
}
void epochUpdate(epoch_t *epoch, float platformDelta) {
platformDelta = mathClamp(platformDelta, 0, EPOCH_FIXED_STEP);
epoch->last = epoch->current;
epoch->current = epoch->current + platformDelta;
epoch->delta = epoch->current - epoch->last;
epoch->fixedDelta = EPOCH_FIXED_STEP;
}

58
src/dawn/epoch/epoch.h Normal file
View File

@ -0,0 +1,58 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/math.h"
#define EPOCH_FIXED_STEP 0.016f
#define EPOCH_SMALLEST_STEP 0.001f
typedef struct {
/**
* Current time (as a float of seconds since game start).
*
* When time is initialized this will start at a fixed value of 2/60ths of a
* second, regardless of what engine the game is running.
*
* This is to avoid any divide by zero errors.
*/
float current;
/**
* Last Time (as a float of seconds since the game start).
*
* This value will start at 1/60th of a second regardless of engine the game
* is running on to avoid divide by zero errors.
*/
float last;
/**
* Varying timestep that occured since the last frame.
*/
float delta;
/**
* Fixed timestep that is not affected by framerate but remains consistent.
*/
float fixedDelta;
} epoch_t;
/**
* Initializes the epoch time tracking.
*
* @param epoch Epoch to initialize.
*/
void epochInit(epoch_t *epoch);
/**
* Ticks the current epoch time.
*
* @param epoch Epoch to update.
* @param platformDelta The delta step between frames from the platform engine.
*/
void epochUpdate(epoch_t *epoch, float platformDelta);

104
src/dawn/file/asset.c Normal file
View File

@ -0,0 +1,104 @@
/**
* Copyright (c) 2021 Dominic Msters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset.h"
size_t assetRawLoad(char *assetName, uint8_t *buffer) {
assetbuffer_t *asset;
size_t length, read;
// Open a buffer.
asset = assetBufferOpen(assetName);
if(asset == NULL) return 0;
// Read the count of bytes in the file
assetBufferEnd(asset);
length = assetBufferGetCurrentPosition(asset);// Get our current position (the end)
// Are we only reading the size?
if(buffer == NULL) {
assetBufferClose(asset);
return length;
}
// Reset to start
assetBufferStart(asset);
// Read and seal the string.
read = assetBufferRead(asset, buffer, length);
assetBufferClose(asset); // Close the buffer.
// Did we read successfully?
if(read < length) return 0;
return read;
}
char * assetStringLoad(char *assetName) {
size_t length;
char *string;
length = assetRawLoad(assetName, NULL);
if(length == 0) return NULL;
string = malloc(length + 1);// +1 for null terminator
if(string == NULL) return NULL;
length = assetRawLoad(assetName, string);
if(length == 0) {
free(string);
return NULL;
}
string[length] = '\0';// Null terminate
return string;
}
assetbuffer_t * assetBufferOpen(char *assetName) {
// Get the directory based on the raw input by creating a new string.
FILE *fptr;
char filename[512];
// Prep filename
filename[0] = '\0';//Start at null
strcat(filename, ASSET_PREFIX);//Add prefix
strcat(filename, assetName);//Add body
printf("Opening up %s\n", filename);
// Open the file pointer now.
fptr = fopen(filename, "rb");
if(fptr == NULL) {
printf("Error opening %s: %s\n", filename, strerror(errno));
return NULL;// File available?
}
return (assetbuffer_t *)fptr;
}
bool assetBufferClose(assetbuffer_t *buffer) {
return fclose((FILE *)buffer);
}
int32_t assetBufferRead(assetbuffer_t *buffer, char *data, size_t size) {
return (int32_t)fread(data, 1, size, (FILE *)buffer);
}
int32_t assetBufferEnd(assetbuffer_t *buffer) {
// return feof((FILE *)buffer);
return fseek((FILE *)buffer, 0, SEEK_END);// Seek to the end
}
int32_t assetBufferStart(assetbuffer_t *buffer) {
return fseek((FILE *)buffer, 0, SEEK_SET);
}
int32_t assetBufferSkip(assetbuffer_t *buffer, long n) {
return fseek((FILE *)buffer, n, SEEK_CUR);
}
size_t assetBufferGetCurrentPosition(assetbuffer_t *buffer) {
return ftell((FILE *)buffer);
}

90
src/dawn/file/asset.h Normal file
View File

@ -0,0 +1,90 @@
/**
* Copyright (c) 2021 Dominic Msters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../display/shader.h"
#include "../display/texture.h"
#include "../display/font.h"
#if !defined(ASSET_PREFIX)
#error Asset Prefix has not been defined.
#endif
/** Definition of an asset ready to be buffered */
typedef FILE assetbuffer_t;
/**
* Buffer an asset from the file system into memory.
*
* @param assetName Path to the asset to buffer.
* @param buffer Place to buffer the data in to, or NULL to simply read the size
* @return The length (in bytes) of the file.
*/
size_t assetRawLoad(char *assetName, uint8_t *buffer);
/**
* Load a string from an asset into memory.
*
* @param assetName Asset to load
* @return A newly loaded string (malloced into existance.)
*/
char * assetStringLoad(char *assetName);
/**
* Platform-centric method to open a file buffer to an asset.
* @param assetName The asset name to open a buffer for.
* @return Pointer to a buffer, NULL if unsuccessfuil.
*/
assetbuffer_t * assetBufferOpen(char *assetName);
/**
* Closes a previously opened asset buffer.
* @param buffer Buffer to close.
* @return True if successful, otherwise false.
*/
bool assetBufferClose(assetbuffer_t *buffer);
/**
* Read bytes from buffer.
* @param buffer The buffer pointing to an asset.
* @param data Pointer to a ubyte array to buffer data into.
* @param size Length of the data buffer. Represents how many bytes can be read.
* @return The count of bytes read. Complete when less than data array size.
*/
int32_t assetBufferRead(assetbuffer_t *buffer, char *data, size_t size);
/**
* Skip to the end of the buffer, useful to find the length of the buffer.
* @param Buffer The buffer pointing to an asset.
* @return How many bytes were skipped
*/
int32_t assetBufferEnd(assetbuffer_t *buffer);
/**
* Rewinds an asset buffer to the start.
*
* @param buffer Buffer to rewind
* @return 0 if successful, otherwise unsuccessful.
*/
int32_t assetBufferStart(assetbuffer_t *buffer);
/**
* Method to skip n bytes in the buffer
* @param buffer The buffer pointing to an asset.
* @param n Count of bytes to skip.
* @return 0 if successful, otherwise unsuccessful.
*/
int32_t assetBufferSkip(assetbuffer_t *buffer, long n);
/**
* Retreive the current byte position within the asset that the head is at.
*
* @param buffer Buffer to get the position of.
* @return Position (in bytes) that the current seek is at.
*/
size_t assetBufferGetCurrentPosition(assetbuffer_t *buffer);

View File

@ -0,0 +1,240 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetmanager.h"
assetmanagerloaderdefinition_t ASSET_MANAGER_LOADERS[] = {
{
&_assetManagerLoaderTextureAsync,
&_assetManagerLoaderTextureSync,
&_assetManagerLoaderTextureDispose
},
{
&_assetManagerLoaderFontAsync,
&_assetManagerLoaderFontSync,
&_assetManagerLoaderFontDispose
},
{
&_assetManagerLoaderShaderAsync,
&_assetManagerLoaderShaderSync,
&_assetManagerLoaderShaderDispose
},
{
&_assetManagerLoaderScaledTextureAsync,
&_assetManagerLoaderScaledTextureSync,
&_assetManagerLoaderScaledTextureDispose
}
};
void assetManagerInit(assetmanager_t *manager) {
threadInit(&manager->thread, &_assetManagerThread);
manager->thread.user = manager;
manager->itemCount = 0;
manager->finished = false;
manager->holderCount = 0;
manager->running = false;
}
float assetManagerProgressGet(assetmanager_t *manager) {
float done;
uint8_t i;
assetmanageritem_t *item;
done = 0.0f;
for(i = 0; i < manager->itemCount; i++) {
item = manager->items + i;
done += assetManagerItemIsFinished(
item, ASSET_MANAGER_LOADERS + item->type
) ? 1 : 0;
}
return done / ((float)manager->itemCount);
}
float assetManagerProgressGetForHolder(
assetmanager_t *manager, assetmanagerowner_t hold
) {
float done;
uint8_t i, j, c;
assetmanageritem_t *item;
done = 0.0f;
c = 0x00;
for(i = 0; i < manager->itemCount; i++) {
//Is this held by this holder?
item = manager->items + i;
for(j = 0; j < item->holderCount; j++) {
if(item->holders[j] != hold) continue;
c++;
done += assetManagerItemIsFinished(
item, ASSET_MANAGER_LOADERS + item->type
) ? 1 : 0;
break;
}
}
// Is this thing even holding any assets to begin with?
if(c == 0x00) return 1.0f;
return done / (float)c;
}
assetmanagerowner_t assetManagerHolderCreate(assetmanager_t *man) {
uint8_t i;
// Find first available number.
for(i = 0; i < 0xFF; i++) {
if(arrayFind(
sizeof(assetmanagerowner_t), man->holders, man->holderCount, &i
) == -1) break;
}
man->holders[man->holderCount++] = i;
return i;// No slots left.
}
void assetManagerHolderRelease(assetmanager_t *man, assetmanagerowner_t hold) {
int32_t i;
uint8_t j;
assetmanageritem_t *item;
size_t s;
s = sizeof(assetmanagerowner_t);
i = arrayFind(s, man->holders,man->holderCount,&hold);
if(i == -1) return;
arraySplice(sizeof(uint8_t), man->holders, i, 1, man->holderCount);
man->holderCount--;
for(j = 0; j < man->itemCount; j++) {
item = man->items + j;
i = arrayFind(s, item->holders, item->holderCount, &hold);
if(i == -1) continue;
arraySplice(s, item->holders, i, 1, item->holderCount);
item->holderCount--;
}
}
void assetManagerDisposeReleased(assetmanager_t *man) {
uint8_t i;
assetmanagerloader_t *disp;
assetmanageritem_t *item;
for(i = 0; i < man->itemCount; i++) {
item = man->items + i;
disp = ASSET_MANAGER_LOADERS[item->type].dispose;
if(item->holderCount > 0) continue;
if(disp != NULL) disp(item);
arraySplice(sizeof(assetmanageritem_t), man->items, i, 1, man->itemCount);
man->itemCount--;
}
}
void assetManagerDispose(assetmanager_t *man) {
uint8_t i;
assetmanagerloader_t *disp;
assetmanageritem_t *item;
for(i = 0; i < man->itemCount; i++) {
item = man->items + i;
disp = ASSET_MANAGER_LOADERS[item->type].dispose;
if(item->holderCount > 0) continue;
if(disp != NULL) disp(item);
}
man->itemCount = 0;
man->holderCount = 0;
}
// Thread Management
void assetManagerStart(assetmanager_t *manager) {
if(manager->running) return;
manager->running = true;
threadStart(&manager->thread);
}
int32_t _assetManagerThread(thread_t *thread) {
// TODO: Can I allow multiple threads to run?
uint8_t i;
assetmanager_t *manager;
assetmanageritem_t *item;
assetmanagerloaderdefinition_t *definition;
bool result;
manager = thread->user;
for(i = 0; i < manager->itemCount; i++) {
item = manager->items + i;
definition = ASSET_MANAGER_LOADERS + item->type;
// Only bother with ASYNC items
if(definition->loadAsync == NULL) continue;
// Are we already loading, not ready, or already tried to load?
if(item->state != ASSET_MANAGER_STATE_PENDING) continue;
// Begin loading
item->state = ASSET_MANAGER_STATE_ASYNC_LOADING;
result = definition->loadAsync(item);
// Finish Loading
if(!result) {
item->state = ASSET_MANAGER_STATE_ASYNC_ERROR;
} else {
item->state = ASSET_MANAGER_STATE_ASYNC_DONE;
}
}
manager->finished = assetManagerProgressGet(manager) >= 1.0f;
manager->running = false;
return 0;
}
void assetManagerUpdate(assetmanager_t *manager) {
uint8_t i;
assetmanageritem_t *item;
assetmanagerloaderdefinition_t *definition;
bool result;
// Autostart
if(assetManagerProgressGet(manager) < 1.0f && !manager->running) {
assetManagerStart(manager);
}
for(i = 0; i < manager->itemCount; i++) {
item = manager->items + i;
definition = ASSET_MANAGER_LOADERS + item->type;
// Update not ready state (Synchronously)
if(item->state == ASSET_MANAGER_STATE_NOT_READY) {
item->state = ASSET_MANAGER_STATE_PENDING;
continue;
}
// If requires ASYNC loading, then confirm it has finished loading.
if(definition->loadAsync != NULL) {
if(item->state != ASSET_MANAGER_STATE_ASYNC_DONE) continue;
} else if(item->state != ASSET_MANAGER_STATE_PENDING) {
continue;
}
if(definition->loadSync == NULL) {
continue;
}
// Begin sync loading
item->state = ASSET_MANAGER_STATE_SYNC_LOADING;
result = definition->loadSync(item);
// Finish loading
if(!result) {
item->state = ASSET_MANAGER_STATE_SYNC_ERROR;
} else {
item->state = ASSET_MANAGER_STATE_SYNC_DONE;
}
}
manager->finished = assetManagerProgressGet(manager) >= 1.0f;
}

View File

@ -0,0 +1,100 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "types/common.h"
#include "loaders/font.h"
#include "loaders/scaledtexture.h"
#include "loaders/shader.h"
#include "loaders/texture.h"
#include "asset.h"
// Constants
extern assetmanagerloaderdefinition_t ASSET_MANAGER_LOADERS[];
/**
* Initialize the asset manager
*
* @param manager Manager to initialize.
*/
void assetManagerInit(assetmanager_t *manager);
/**
* Gets the progress of the asset manager as a representation of 0-1 as a % that
* has loaded.
*
* @param manager Manager to check the state of.
* @return The progress percent as a representation of 0-1
*/
float assetManagerProgressGet(assetmanager_t *manager);
/**
* Gets the progress of the assets for only those held by a specific holder.
*
* @param manager Manager to get the progress from
* @param hold Holder to get the items progress from.
* @return The percentage (0-1) of the loaded assets.
*/
float assetManagerProgressGetForHolder(
assetmanager_t *manager, assetmanagerowner_t hold
);
/**
* Creates a holder for a given asset manager. Asset holders are kept track of
* so that those who requests assets are responsible for those who free them. It
* also ensures only the assets that are actually necessary are kept loaded in
* memory at all times.
*
* @param man Asset manager in question
* @return An asset manager owner ID.
*/
assetmanagerowner_t assetManagerHolderCreate(assetmanager_t *man);
/**
* Release a previously reserved asset manager holder. This will (in turn) cause
* all of the assets that manager was holding to also be released.
*
* @param man Asset manager holder to release for.
* @param hold Holder to release.
*/
void assetManagerHolderRelease(assetmanager_t *man, assetmanagerowner_t hold);
/**
* Disposes all assets that are not currently held (released assets). This can
* only happen from the main thread due to synchronous assets such as Textures.
*
* @param man Manager to dispose.
*/
void assetManagerDisposeReleased(assetmanager_t *man);
/**
* Completely dispose an asset manager. This will also completely dispose all
* of the assets that this asset manager is holding.
*
* @param man Asset manager to dispose
*/
void assetManagerDispose(assetmanager_t *man);
/**
* Begin asynchronously loading all of the assets
*
* @param manager Manager to begin async loading.
*/
void assetManagerStart(assetmanager_t *manager);
/** Private Thread that is executed asynchronously */
int32_t _assetManagerThread(thread_t *thread);
/**
* Synchronously tick the asset manager. Some assets require some form of sync
* operations, such as buffering to the GPU, so make sure this is called at a
* good time for that task, such as right at the end of a frame.
*
* @param manager Manager to synchronously tick.
*/
void assetManagerUpdate(assetmanager_t *manager);

223
src/dawn/file/csv.c Normal file
View File

@ -0,0 +1,223 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "csv.h"
csvbufferresult_t csvBuffer(
assetbuffer_t *asset, csvbuffercallback_t *callback, void *user
) {
int32_t cellChar, read, i, currentColumnCount;
char buffer[CSV_BUFFER_SIZE];
char cell[CSV_CELL_SIZE_MAX];
char c;
bool callbackResponse;
bool insideEncapsulation = false;
csvbufferresult_t result = {
.cellCount = 0,
.rowCount = 0,
.columnCount = 0
};
// Init the cell Char Index.
cellChar = 0;
currentColumnCount = 0;
// Begin buffering.
while(true) {
// Read n bytes into our buffer
read = assetBufferRead(asset, buffer, CSV_BUFFER_SIZE);
// Now read back those bytes.
for(i = 0; i < read; i++) {
c = buffer[i];
// Characters we flat out ignore
if(c == '\r') continue;
// Handle quote marks.
if(c == '"') {
if(buffer[i+1] == '"') {// "" means a single quote (double-escaped)
i++;
cell[cellChar++] = c;
} else if(insideEncapsulation) {
insideEncapsulation = false;
} else {
insideEncapsulation = true;
}
continue;
}
// Is the start of a new cell/row?
if(c == '\0' || (!insideEncapsulation && (c == ',' || c == '\n'))) {
cell[cellChar] = '\0';// Terminate Cell string
// Fire off the callback
if(callback != NULL) {
callbackResponse = callback(asset, user, result.rowCount, currentColumnCount, cell);
if(!callbackResponse) return result;
}
// Prepare for next row/cell
currentColumnCount++;
result.columnCount = mathMax(currentColumnCount, result.columnCount);
if(c == '\n') {
result.rowCount++;
currentColumnCount = 0;
}
result.cellCount++;// Only count cells with
cellChar = 0;
continue;// Skip
}
// Add character to the cell.
cell[cellChar++] = c;
}
if(read < CSV_BUFFER_SIZE) break;
}
// If this is an empty row we don't count it, otherwise we do.
if(currentColumnCount != 0) result.rowCount++;
return result;
}
bool _csvBufferRowParserCallback(
assetbuffer_t *asset, void *user, int32_t row, int32_t column, char *data
) {
csvbufferrowdata_t *rowData = (csvbufferrowdata_t *)user;
// Now did we change rows?
if(row != rowData->row) {
// Yes we did, let's buffer the previous row.
if(rowData->callback != NULL) {
if(!rowData->callback(
asset, rowData->user, rowData->row, &rowData->rowCurrent
)) return false;
}
// Begin next row
rowData->row = row;
rowData->rowCurrent.columnCount = 0;
}
// Determine string info for the cell
int32_t length = (int32_t)strlen(data);
int32_t offset = (column * CSV_CELL_SIZE_MAX);
// Now copy the string data to the buffer
arrayCopy(sizeof(char), data, length + 1, rowData->rowCurrent.data + offset);
// Update the pointer to the string
rowData->rowCurrent.columns[column] = rowData->rowCurrent.data + offset;
rowData->rowCurrent.columnCount++;
return true;
}
csvbufferresult_t csvBufferRow(
assetbuffer_t *asset, csvbufferrowcallback_t *callback, void *user
) {
csvbufferrowdata_t data;
csvbufferresult_t result;
data.row = 0;
data.user = user;
data.callback = callback;
data.rowCurrent.columnCount = 0;
// Perform a per-cell buffer and run the parser callback.
result = csvBuffer(asset, &_csvBufferRowParserCallback, &data);
// Because the buffer may not fire for the last row we handle it here.
if(data.rowCurrent.columnCount > 0 && callback != NULL) {
if(!callback(asset, user, data.row, &data.rowCurrent)) return result;
}
return result;
}
bool _csvBufferRowWithHeadersCallback(
assetbuffer_t *asset, void *user, int32_t row, csvrow_t *csv
) {
csvbufferrowwithheadersdata_t *data = (csvbufferrowwithheadersdata_t *)user;
// Take the headers for row 0
if(row == 0) {
csvRowPopulate(csv, &data->headerRow);
return true;
}
// Fire the callback
return data->callback(asset, data->user, row, &data->headerRow, csv);
}
csvbufferresult_t csvBufferRowWithHeaders(
assetbuffer_t *asset, csvbufferrowwitheaderscallback_t *callback, void *user
) {
csvbufferrowwithheadersdata_t data;
data.user = user;
data.callback = callback;
return csvBufferRow(asset, &_csvBufferRowWithHeadersCallback, &data);
}
void csvRowPopulate(csvrow_t *source, csvrow_t *dest) {
int32_t i;
dest->columnCount = source->columnCount;
// Copy the raw characters from the source buffer.
arrayCopy(sizeof(char), source->data, CSV_ROW_CHARACTERS_MAX, dest->data);
// Now update the destination pointers to reference the data buffer.
for(i = 0; i < source->columnCount; i++) {
dest->columns[i] = dest->data + (i * CSV_CELL_SIZE_MAX);
}
}
bool _csvHeadersGetCallback(
assetbuffer_t *asset, void *user, int32_t row, csvrow_t *current
) {
csvrow_t *rowData = (csvrow_t *)user;
csvRowPopulate(current, rowData);
return false;// False to break the loop
}
csvbufferresult_t csvHeadersGet(assetbuffer_t *asset, csvrow_t *row) {
return csvBufferRow(asset, &_csvHeadersGetCallback, row);
}
int32_t csvColumnGetIndex(csvrow_t *row, char *key) {
return arrayFindString(row->columns, row->columnCount, key);
}
bool _csvRowSearchCallback(
assetbuffer_t *asset, void *user, int32_t row, csvrow_t *csv
) {
csvsearchdata_t *data = (csvsearchdata_t *)user;
// Does the search match?
if(strcmp(csv->columns[data->column], data->value) != 0) return true;
// Matched, copy and end.
csvRowPopulate(csv, data->row);
data->rowIndex = row;
return false;
}
int32_t csvRowSearch(
assetbuffer_t *asset, csvrow_t *row, int32_t column, char *value
) {
csvsearchdata_t data = {
.column = column,
.row = row,
.rowIndex = -1,
.value = value
};
csvBufferRow(asset, &_csvRowSearchCallback, &data);
return data.rowIndex;
}

191
src/dawn/file/csv.h Normal file
View File

@ -0,0 +1,191 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "asset.h"
#include "../util/array.h"
/** Maximum characters that a cell can support */
#define CSV_BUFFER_SIZE 32
/** Maximum characters in any given cell */
#define CSV_CELL_SIZE_MAX 1024
/** Maximum number of columns/cells in a given row */
#define CSV_ROW_COLUMNS_MAX 16
/** Count of characters maximum that a row can support */
#define CSV_ROW_CHARACTERS_MAX CSV_CELL_SIZE_MAX * CSV_ROW_COLUMNS_MAX
/** Result of a CSV buffer operation. */
typedef struct {
/** How many rows within the CSV */
int32_t rowCount;
/** Count of columns in the CSV, this is the longest row in the CSV. */
int32_t columnCount;
/** How many cells within the CSV */
int32_t cellCount;
} csvbufferresult_t;
/** Callback to receive data for each cell in a CSV being buffered */
typedef bool csvbuffercallback_t(
assetbuffer_t *asset, void *user, int32_t row, int32_t column, char *data
);
/** Representation of a CSV Row's complete data. */
typedef struct {
/** Characters within the row */
char data[CSV_ROW_CHARACTERS_MAX];
/** Pointer to the start of each string within the row */
char *columns[CSV_ROW_COLUMNS_MAX];
/** How many columns within the row */
int32_t columnCount;
} csvrow_t;
/** Callback to receive buffer data for a CSV row */
typedef bool csvbufferrowcallback_t(
assetbuffer_t *asset, void *user, int32_t row, csvrow_t *csv
);
/** Callback to receive buffer data for a CSV row, but includes CSV headers. */
typedef bool csvbufferrowwitheaderscallback_t(
assetbuffer_t *asset, void *user, int32_t row,
csvrow_t *header, csvrow_t *current
);
/** Data used by the cell callback for when the row buffering is progressing */
typedef struct {
/** Which row the current buffer is on */
int32_t row;
/** Information about the current row being parsed */
csvrow_t rowCurrent;
/** Pointer to custom user data */
void *user;
/** Pointer to custom user callback */
csvbufferrowcallback_t *callback;
} csvbufferrowdata_t;
/** Data used by the row callback for when the header row is parsed */
typedef struct {
/** Information about the header row */
csvrow_t headerRow;
/** Pointer to custom user data */
void *user;
/** Pointer to custom user callback */
csvbufferrowwitheaderscallback_t *callback;
} csvbufferrowwithheadersdata_t;
/** Data used while searching a CSV */
typedef struct {
/** Row to store the data in */
csvrow_t *row;
/** Row's index */
int32_t rowIndex;
/** Column to check */
int32_t column;
/** Value to check row */
char *value;
} csvsearchdata_t;
/**
* Buffer each cell within a CSV Asset Buffer with a callback.
*
* @param asset Asset to buffer the CSV from.
* @param callback Callback to fire for each cell parsed.
* @param user Pointer to any custom user data.
* @return The result of the CSV Buffer Operation.
*/
csvbufferresult_t csvBuffer(
assetbuffer_t *asset, csvbuffercallback_t *callback, void *user
);
/** Callback for when the CSV Row Buffer is parsing a row */
bool _csvBufferRowParserCallback(
assetbuffer_t *asset, void *user, int32_t row, int32_t column, char *data
);
/**
* Buffer each row within a CSV Asset Buffer with a callback.
*
* @param asset Asset to buffer the CSV from.
* @param callback Callback to fire when a row is parsed.
* @param user Pointer to any custom user data.
* @return The result of the CSV Buffer Operation.
*/
csvbufferresult_t csvBufferRow(
assetbuffer_t *asset, csvbufferrowcallback_t *callback, void *user
);
/** Parser that the header parser buffer uses. */
bool _csvBufferRowWithHeadersCallback(
assetbuffer_t *asset, void *user, int32_t row, csvrow_t *csv
);
/**
* Buffer each row within a CSV Asset Buffer with a callback. This will also
* provide the callback with the header row (The first row), already parsed.
*
* @param asset
* @param callback
* @param user
* @return csvbufferresult_t
*/
csvbufferresult_t csvBufferRowWithHeaders(
assetbuffer_t *asset, csvbufferrowwitheaderscallback_t *callback, void *user
);
/**
* Essentially a CSV Row Cloner, copies data from one CSV row to another and
* updates the char pointers for you.
*
* @param source The source CSV row to copy from.
* @param dest The destination CSV row to copy to.
*/
void csvRowPopulate(csvrow_t *source, csvrow_t *dest);
/** Callback used to parse and get the headers row */
bool _csvHeadersGetCallback(
assetbuffer_t *asset, void *user, int32_t row, csvrow_t *current
);
/**
* Parses just the headers row from a CSV and stores the output into the
* provided buffers.
*
* @param asset Asset to get the headers from.
* @param row The CSV Row to store the headers data in.
* @return The result of the buffer operation.
*/
csvbufferresult_t csvHeadersGet(assetbuffer_t *asset, csvrow_t *row);
/**
* Gets the column index within the CSV Row for the specific key.
* @param row Row to get from.
* @param key Key to search for
* @return The column index for the key, or -1 if not found.
*/
int32_t csvColumnGetIndex(csvrow_t *row, char *key);
/** Callback to use while scanning the CSV to find the matching row */
bool _csvRowSearchCallback(
assetbuffer_t *asset, void *user, int32_t row, csvrow_t *csv
);
/**
* Search the CSV for a matching row. Will return data only if the given column
* matches the given value.
*
* @param asset Asset buffer to search.
* @param row Where the returned row will be stored.
* @param column Column to check.
* @param value Value to check in that column
* @return The row index that the result was found on, or -1 if not found.
*/
int32_t csvRowSearch(
assetbuffer_t *asset, csvrow_t *row, int32_t column, char *value
);

View File

@ -0,0 +1,39 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "font.h"
assetmanageritem_t * assetManagerLoadFont(
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
) {
assetmanageritem_t *item;
item = assetManagerItemGet(manager, fileName);
if(item == NULL) {
item = assetManagerItemAdd(manager, fileName);
item->type = ASSET_MANAGER_TYPE_FONT;
item->data.font.fileName = fileName;
}
assetManagerItemGetOrAddHolder(item, owner);
return item;
}
bool _assetManagerLoaderFontAsync(assetmanageritem_t *item) {
item->data.font.data = assetStringLoad(item->data.font.fileName);
return item->data.font.data != NULL;
}
bool _assetManagerLoaderFontSync(assetmanageritem_t *item) {
fontInit(&item->data.font.font, item->data.font.data);
free(item->data.font.data);
return true;
}
bool _assetManagerLoaderFontDispose(assetmanageritem_t *item) {
fontDispose(&item->data.font.font);
return true;
}

View File

@ -0,0 +1,27 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "item.h"
#include "../asset.h"
/**
* Queue a font load onto the asset manager buffer.
*
* @param manager Manager to queue on to.
* @param owner Owner ID requesting to load this resource.
* @param font Font to push the result in to.
* @param fileName Filename of the asset to load.
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadFont(
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
);
bool _assetManagerLoaderFontAsync(assetmanageritem_t *item);
bool _assetManagerLoaderFontSync(assetmanageritem_t *item);
bool _assetManagerLoaderFontDispose(assetmanageritem_t *item);

View File

@ -0,0 +1,57 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "item.h"
assetmanageritem_t * assetManagerItemGet(assetmanager_t *man, char *key) {
uint8_t i;
assetmanageritem_t *item;
for(i = 0; i < man->itemCount; i++) {
item = man->items + i;
if(strcmp(item->key, key) == 0) return item;
}
return NULL;
}
assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager, char *key) {
// Check if key already exists.
assetmanageritem_t *item = manager->items + manager->itemCount++;
item->state = ASSET_MANAGER_STATE_NOT_READY;
memcpy(item->key, key, strlen(key) + 1);
item->holderCount = 0x00;
return item;
}
uint8_t assetManagerItemGetOrAddHolder(
assetmanageritem_t *item, assetmanagerowner_t owner
) {
uint8_t i, firstEmpty;
firstEmpty = 0xFF;
for(i = 0; i < item->holderCount; i++) {
if(item->holders[i] == owner) return i;
if(firstEmpty == 0xFF && item->holders[i] == 0xFF) {
firstEmpty = i;
}
}
if(firstEmpty == 0xFF) firstEmpty = item->holderCount++;
item->holders[firstEmpty] = owner;
return firstEmpty;
}
bool assetManagerItemIsFinished(assetmanageritem_t *item, assetmanagerloaderdefinition_t *def) {
// Sync done is always done
if(item->state == ASSET_MANAGER_STATE_SYNC_DONE) return true;
// Only check if ASYNC is done.
if(item->state != ASSET_MANAGER_STATE_ASYNC_DONE) return false;
// Does it need to still sync load?
if(def->loadSync == NULL) return true;
return false;
}

View File

@ -0,0 +1,49 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../types/common.h"
/**
* Retreive an exisitng asset manager item by its key.
*
* @param man Manager to get from
* @param key Key to search for.
* @return The matching asset manager item, or NULL if not found.
*/
assetmanageritem_t * assetManagerItemGet(assetmanager_t *man, char *key);
/**
* Private method, simply adds an item to the manager and resets the state.
*
* @param manager Manager to add to.
* @param key Key to use when adding.
* @return The added and reset item.
*/
assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager, char *key);
/**
* Add or get the index that a given holder has as a manager item.
*
* @param i Asset Item to check.
* @param o Owner to get/add.
* @return The index within the item that the owner is at.
*/
uint8_t assetManagerItemGetOrAddHolder(
assetmanageritem_t *i, assetmanagerowner_t o
);
/**
* Checks if a given asset item is finished or not.
*
* @param item Item to check.
* @param def Item type definition used for loading.
* @return True if finished, otherwise false.
*/
bool assetManagerItemIsFinished(
assetmanageritem_t *item, assetmanagerloaderdefinition_t *def
);

View File

@ -0,0 +1,123 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "scaledtexture.h"
assetmanageritem_t * assetManagerLoadScaledTexture(
assetmanager_t *manager, assetmanagerowner_t owner,
char *path, char *file, uint8_t scale
) {
assetmanageritem_t *item;
texturescale_t *st;
char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
sprintf(buffer, "%s/%s_%u", path, file, scale);
item = assetManagerItemGet(manager, buffer);
if(item == NULL) {
item = assetManagerItemAdd(manager, buffer);
item->type = ASSET_MANAGER_TYPE_SCALED_TEXTURE;
item->data.scaledTexture.scale = scale;
st = &item->data.scaledTexture.textureScale;
st->scaleCount = 0;
st->baseWidth = 0;
st->baseHeight = 0;
st->path = path;
st->file = file;
}
assetManagerItemGetOrAddHolder(item, owner);
return item;
}
bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item) {
char buffer[128];
char *xmlData;
xml_t xml;
xml_t *child;
int16_t i, j;
texturescale_t *st;
texturescalescale_t *sts;
size_t length;
// TODO: This can be improved if we allow both asset dependencies and
// dependency sibling adding
st = &item->data.scaledTexture.textureScale;
// Begin loading texture XML
sprintf(buffer, "%s/%s.xml", st->path, st->file);
xmlData = assetStringLoad(buffer);
if(xmlData == NULL) return false;
xmlLoad(&xml, xmlData);
free(xmlData);
// Parse root texture info
i = xmlGetAttributeByName(&xml, "channels");
st->channels = (uint8_t)atoi(xml.attributeDatas[i]);
i = xmlGetAttributeByName(&xml, "width");
st->baseWidth = (int16_t)atoi(xml.attributeDatas[i]);
i = xmlGetAttributeByName(&xml, "height");
st->baseHeight = (int16_t)atoi(xml.attributeDatas[i]);
for(j = 0; j < xml.childrenCount; j++) {
child = xml.children + j;
i = xmlGetAttributeByName(child, "scale");
st->scales[st->scaleCount].scale = (uint8_t)atoi(child->attributeDatas[i]);
i = xmlGetAttributeByName(child, "width");
st->scales[st->scaleCount].width = (int16_t)atoi(child->attributeDatas[i]);
i = xmlGetAttributeByName(child, "height");
st->scales[st->scaleCount].height = (int16_t)atoi(child->attributeDatas[i]);
st->scaleCount++;
}
// Cleanup XML
xmlDispose(&xml);
// Get the scale
sts = st->scales + item->data.scaledTexture.scale;
// Get filename
sprintf(buffer, "%s/%s_%i.texture", st->path, st->file, sts->scale);
// Create some space
length = assetRawLoad(buffer, NULL);
if(length == 0) return false;
item->data.scaledTexture.data = malloc(sizeof(pixel_t) * length);
// Load
length = assetRawLoad(buffer, (uint8_t *)item->data.scaledTexture.data);
if(length == 0) {
free(item->data.scaledTexture.data);
return false;
}
return true;
}
bool _assetManagerLoaderScaledTextureSync(assetmanageritem_t *item) {
texturescale_t *st;
texturescalescale_t *sts;
st = &item->data.scaledTexture.textureScale;
sts = st->scales + item->data.scaledTexture.scale;
textureInit(
&item->data.scaledTexture.texture,
sts->width, sts->height,
item->data.scaledTexture.data
);
free(item->data.scaledTexture.data);
return true;
}
bool _assetManagerLoaderScaledTextureDispose(assetmanageritem_t *item) {
textureDispose(&item->data.scaledTexture.texture);
return true;
}

View File

@ -0,0 +1,30 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "item.h"
#include "../xml.h"
#include "../asset.h"
/**
* Load the given texture scale for a scaled texture.
*
* @param manager Manager to queue on to.
* @param owner Owner ID requesting to load this resource.
* @param path Path of the texture size sets
* @param file Name of the texture that was generated.
* @param scale Scale to load.
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadScaledTexture(
assetmanager_t *manager, assetmanagerowner_t owner,
char *path, char *file, uint8_t scale
);
bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item);
bool _assetManagerLoaderScaledTextureSync(assetmanageritem_t *item);
bool _assetManagerLoaderScaledTextureDispose(assetmanageritem_t *item);

View File

@ -0,0 +1,55 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shader.h"
assetmanageritem_t * assetManagerLoadShader(
assetmanager_t *manager, assetmanagerowner_t owner,
char *fileVert, char *fileFrag
) {
assetmanageritem_t *item;
char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
sprintf(buffer, "%s/%s", fileVert, fileFrag);
item = assetManagerItemGet(manager, buffer);
if(item == NULL) {
item = assetManagerItemAdd(manager, buffer);
item->type = ASSET_MANAGER_TYPE_SHADER;
item->data.shader.fileVert = fileVert;
item->data.shader.fileFrag = fileFrag;
}
assetManagerItemGetOrAddHolder(item, owner);
return item;
}
bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item) {
item->data.shader.dataVert = assetStringLoad(item->data.shader.fileVert);
if(item->data.shader.dataVert == NULL) return false;
item->data.shader.dataFrag = assetStringLoad(item->data.shader.fileFrag);
if(item->data.shader.dataFrag == NULL) {
free(item->data.shader.fileVert);
return false;
}
return true;
}
bool _assetManagerLoaderShaderSync(assetmanageritem_t *item) {
shaderInit(
&item->data.shader.shader,
item->data.shader.dataVert,
item->data.shader.dataFrag
);
free(item->data.shader.dataFrag);
free(item->data.shader.dataVert);
return true;
}
bool _assetManagerLoaderShaderDispose(assetmanageritem_t *item) {
shaderDispose(&item->data.shader.shader);
return true;
}

View File

@ -0,0 +1,29 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "item.h"
#include "../asset.h"
/**
* Queues a shader load onto the asset manager buffer.
*
* @param manager Manager to queue on to.
* @param owner Owner ID requesting to load this resource.
* @param shader Shader to push the result in to.
* @param fileVert Vertex file in question to load.
* @param fileFrag Fragment file in question to load.
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadShader(
assetmanager_t *manager, assetmanagerowner_t owner,
char *fileVert, char *fileFrag
);
bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item);
bool _assetManagerLoaderShaderSync(assetmanageritem_t *item);
bool _assetManagerLoaderShaderDispose(assetmanageritem_t *item);

View File

@ -0,0 +1,69 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "texture.h"
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
) {
assetmanageritem_t *item;
item = assetManagerItemGet(manager, fileName);
if(item == NULL) {
item = assetManagerItemAdd(manager, fileName);
item->type = ASSET_MANAGER_TYPE_TEXTURE;
item->data.texture.fileName = fileName;
}
assetManagerItemGetOrAddHolder(item, owner);
return item;
}
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item) {
assetbuffer_t *buffer;
int channels;
stbi_io_callbacks OPENGL_STBI_CALLBACKS;
buffer = assetBufferOpen(item->data.texture.fileName);
if(buffer == NULL) return false;
// Setup the interface for STBI
OPENGL_STBI_CALLBACKS.read = &assetBufferRead;
OPENGL_STBI_CALLBACKS.skip = &assetBufferSkip;
OPENGL_STBI_CALLBACKS.eof = &assetBufferEnd;
// Buffer the image
channels = 0;
item->data.texture.data = (pixel_t *)stbi_load_from_callbacks(
&OPENGL_STBI_CALLBACKS, buffer,
&item->data.texture.width, &item->data.texture.height,
&channels, STBI_rgb_alpha
);
// Close the buffer
assetBufferClose(buffer);
if(item->data.texture.data == NULL) return false;
return true;
}
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item) {
// Turn into a texture.
textureInit(
&item->data.texture.texture,
item->data.texture.width,
item->data.texture.height,
item->data.texture.data
);
// Cleanup
stbi_image_free(item->data.texture.data);
return true;
}
bool _assetManagerLoaderTextureDispose(assetmanageritem_t *item) {
textureDispose(&item->data.texture.texture);
return true;
}

View File

@ -0,0 +1,27 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "item.h"
#include "../asset.h"
/**
* Queue a texture load onto the asset manager buffer.
*
* @param manager Manager to queue on to.
* @param owner Owner ID requesting to load this resource.
* @param texture Texture to push the result in to.
* @param fileName Texture filename to load.
* @return A pointer to the asset manager item for tracking.
*/
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
);
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item);
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item);
bool _assetManagerLoaderTextureDispose(assetmanageritem_t *item);

View File

@ -0,0 +1,80 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../../libs.h"
#include "../../engine/thread.h"
#include "texture.h"
#include "font.h"
#include "shader.h"
#include "scaledtexture.h"
#define ASSET_MANAGER_ITEMS_MAX 64
#define ASSET_MANAGER_ITEM_NAME_MAX 96
#define ASSET_MANAGER_HOLDERS_MAX 8
/** States */
#define ASSET_MANAGER_STATE_NOT_READY 0x00
#define ASSET_MANAGER_STATE_PENDING 0x01
#define ASSET_MANAGER_STATE_ASYNC_LOADING 0x02
#define ASSET_MANAGER_STATE_ASYNC_ERROR 0x03
#define ASSET_MANAGER_STATE_ASYNC_DONE 0x04
#define ASSET_MANAGER_STATE_SYNC_LOADING 0x05
#define ASSET_MANAGER_STATE_SYNC_ERROR 0x06
#define ASSET_MANAGER_STATE_SYNC_DONE 0x07
/** Type IDs */
#define ASSET_MANAGER_TYPE_TEXTURE 0x00
#define ASSET_MANAGER_TYPE_FONT 0x01
#define ASSET_MANAGER_TYPE_SHADER 0x02
#define ASSET_MANAGER_TYPE_SCALED_TEXTURE 0x03
// Owner
typedef uint8_t assetmanagerowner_t;
// Union of all the manager types
typedef union {
assetmanagertexture_t texture;
assetmanagershader_t shader;
assetmanagerfont_t font;
assetmanagerscaledtexture_t scaledTexture;
} assetmanagerassetdata_t;
// Item Type
typedef struct {
uint8_t type;
uint8_t state;
char key[ASSET_MANAGER_ITEM_NAME_MAX];
assetmanagerassetdata_t data;
assetmanagerowner_t holders[ASSET_MANAGER_HOLDERS_MAX];
uint8_t holderCount;
} assetmanageritem_t;
// Loader
typedef bool assetmanagerloader_t(assetmanageritem_t *item);
// Loader Definition
typedef struct {
assetmanagerloader_t *loadAsync;
assetmanagerloader_t *loadSync;
assetmanagerloader_t *dispose;
} assetmanagerloaderdefinition_t;
// Manager
typedef struct {
thread_t thread;
bool finished;
bool running;
assetmanageritem_t items[ASSET_MANAGER_ITEMS_MAX];
uint8_t itemCount;
assetmanagerowner_t holders[ASSET_MANAGER_HOLDERS_MAX];
uint8_t holderCount;
} assetmanager_t;

View File

@ -0,0 +1,15 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../../display/font.h"
typedef struct {
font_t font;
char *fileName;
char *data;
} assetmanagerfont_t;

View File

@ -0,0 +1,18 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../../libs.h"
#include "../../display/texture.h"
#include "../../display/texturescale.h"
typedef struct {
texturescale_t textureScale;
texture_t texture;
uint8_t scale;
pixel_t *data;
} assetmanagerscaledtexture_t;

View File

@ -0,0 +1,16 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../../libs.h"
#include "../../display/shader.h"
typedef struct {
shader_t shader;
char *fileVert;
char *fileFrag;
char *dataVert;
char *dataFrag;
} assetmanagershader_t;

View File

@ -0,0 +1,15 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../../libs.h"
#include "../../display/texture.h"
typedef struct {
texture_t texture;
char *fileName;
int32_t width, height;
pixel_t *data;
} assetmanagertexture_t;

210
src/dawn/file/xml.c Normal file
View File

@ -0,0 +1,210 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "xml.h"
int32_t xmlLoadChild(xml_t *xml, char *data, int32_t i) {
char c;
int32_t level = 0;
uint8_t doing = XML_DOING_NOTHING;
bool insideTag = false;
char* buffer = malloc(sizeof(char) * XML_TEXT_BUFFER_MAX);
int32_t bufferLength = 0;
xml->value = NULL;
xml->attributeCount = 0;
xml->children = malloc(sizeof(xml_t) * XML_CHILD_COUNT_MAX);
xml->childrenCount = 0;
while(c = data[i++]) {
switch(doing) {
case XML_DOING_NOTHING:
// Look for either an opening tag (<) or a word for a value.
if(c == '>') continue;
if(c == '<') {
if(insideTag) {
i = xmlLoadChild(xml->children + xml->childrenCount++, data, i-1);
doing = XML_PARSING_CHILD;
} else {
doing = XML_PARSING_TAG_NAME;
level++;
insideTag = true;
}
continue;
}
if(xmlIsWhitespace(c)) continue;
doing = XML_PARSING_VALUE;
buffer[bufferLength++] = c;
break;
case XML_PARSING_TAG_NAME:
// Just keep reading until we either hit a space (end of the tag name)
// or a closing tag value, either / or >
if(xmlIsWhitespace(c) || c == '>' || c == '/') {
buffer[bufferLength] = '\0';
xml->node = buffer;
buffer = malloc(sizeof(char) * XML_TEXT_BUFFER_MAX);
bufferLength = 0;
if(c == '/') {
level--;
insideTag = false;
doing = XML_PARSING_CLOSE;
} else {
doing = c == '>' ? XML_DOING_NOTHING : XML_LOOKING_FOR_ATTRIBUTE;
}
continue;
}
buffer[bufferLength++] = c;
break;
case XML_LOOKING_FOR_ATTRIBUTE:
// Look until we hit either the end of a tag, or the attribute itself
if(xmlIsWhitespace(c) || c == '>' || c == '/' || c == '=') {
if(c == '>' || c == '/') {
doing = XML_DOING_NOTHING;
if(c == '/') {
level--;
insideTag = false;
doing = XML_PARSING_CLOSE;
}
} else if(c == '=') {
doing = XML_LOOKING_FOR_ATTRIBUTE_VALUE;
} else {
doing = XML_LOOKING_FOR_ATTRIBUTE;
}
if(bufferLength > 0) {
buffer[bufferLength] = '\0';
xml->attributeNames[xml->attributeCount++] = buffer;
xml->attributeDatas[xml->attributeCount] = NULL;
buffer = malloc(sizeof(char) * XML_TEXT_BUFFER_MAX);
bufferLength = 0;
}
continue;
}
buffer[bufferLength++] = c;
break;
case XML_LOOKING_FOR_ATTRIBUTE_VALUE:
// Keep looking until we find a quote mark
if(xmlIsWhitespace(c)) continue;
if(c == '>' || c == '/') {
doing = XML_DOING_NOTHING;
insideTag = false;
continue;
}
if(c != '"') continue;
doing = XML_PARSING_ATTRIBUTE_VALUE;
break;
case XML_PARSING_ATTRIBUTE_VALUE:
// Parse the attribute value until we find a quote mark.
if(c == '"') {
doing = XML_LOOKING_FOR_ATTRIBUTE;
buffer[bufferLength] = '\0';
xml->attributeDatas[xml->attributeCount - 1] = buffer;
buffer = malloc(sizeof(char) * XML_TEXT_BUFFER_MAX);
bufferLength = 0;
continue;
}
buffer[bufferLength++] = c;
break;
case XML_PARSING_VALUE:
// Keep parsing child until we find a < for an opening/closing tag.
if(c == '<') {
// In HTML Spec there could be a child here but not in XML spec.
doing = XML_PARSING_CLOSE;
buffer[bufferLength] = '\0';
bufferLength = 0;
xml->value = buffer;
buffer = malloc(sizeof(char) * XML_TEXT_BUFFER_MAX);
continue;
}
buffer[bufferLength++] = c;
break;
case XML_PARSING_CHILD:
if(c == '<') {
// Read ahead and confirm this is a close or not
if(data[i] == '/') {
doing = XML_PARSING_CLOSE;
continue;
}
// Likely another child.
i = xmlLoadChild(xml->children + xml->childrenCount++, data, i-1);
}
if(xmlIsWhitespace(c)) continue;
// In HTML Spec there's a chance for there to be a value here, but not
// in the XML spec.
break;
case XML_PARSING_CLOSE:
// Just keep parsing until the tag closer finishes.
if(c != '>') continue;
doing = XML_DOING_NOTHING;
//TODO: Return index or something?
free(buffer);
return i;
default:
break;
}
}
free(buffer);
return i;
}
void xmlLoad(xml_t *xml, char *data) {
xmlLoadChild(xml, data, 0);
}
void xmlDispose(xml_t *xml) {
uint8_t i;
// Dispose children recursively
for(i = 0; i < xml->childrenCount; i++) {
xmlDispose(xml->children + i);
}
// Free children array.
free(xml->children);
// Dispose attributes
for(i = 0; i < xml->attributeCount; i++) {
free(xml->attributeNames[i]);
if((xml->attributeDatas + i) != NULL) {
free(xml->attributeDatas[i]);
}
}
free(xml->node);
if(xml-> value != NULL) free(xml->value);
}
int16_t xmlGetAttributeByName(xml_t *xml, char *name) {
int16_t i;
for(i = 0; i < xml->attributeCount; i++) {
if(strcmp(xml->attributeNames[i], name) == 0) return i;
}
return -1;
}
bool xmlIsWhitespace(char c) {
return c == ' ' || c == '\r' || c == '\n' || c == '\t';
}

66
src/dawn/file/xml.h Normal file
View File

@ -0,0 +1,66 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#define XML_DOING_NOTHING 0x00
#define XML_PARSING_TAG_NAME 0x01
#define XML_LOOKING_FOR_ATTRIBUTE 0x02
#define XML_PARSING_ATTRIBUTE_NAME 0x03
#define XML_LOOKING_FOR_ATTRIBUTE_VALUE 0x04
#define XML_PARSING_ATTRIBUTE_VALUE 0x05
#define XML_PARSING_VALUE 0x06
#define XML_PARSING_CHILD 0x07
#define XML_PARSING_CLOSE 0x08
#define XML_TEXT_BUFFER_MAX 256
#define XML_CHILD_COUNT_MAX 16
#define XML_ATTRIBUTE_MAX 16
typedef struct _xml_t xml_t;
typedef struct _xml_t {
char *node;
char *value;
char *attributeNames[XML_ATTRIBUTE_MAX];
char *attributeDatas[XML_ATTRIBUTE_MAX];
uint8_t attributeCount;
xml_t *children;
uint8_t childrenCount;
} xml_t;
/**
* Load an XML child from a string buffer.
*
* @param xml XML to load.
* @param data Data to parse
* @param i Character index within the data
* @return The index in the data string this XML node ends.
*/
int32_t xmlLoadChild(xml_t *xml, char *data, int32_t i);
/**
* Load an XML String into an XML memory.
*
* @param xml XML to load into.
* @param data XML string.
*/
void xmlLoad(xml_t *xml, char *data);
/**
* Dispose a previously loaded XML.
*
* @param xml XML to dispose.
*/
void xmlDispose(xml_t *xml);
int16_t xmlGetAttributeByName(xml_t *xml, char *name);
bool xmlIsWhitespace(char c);

104
src/dawn/input/input.c Normal file
View File

@ -0,0 +1,104 @@
/**
* Copyright (c) 2021 Dominic Msters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "input.h"
void inputInit(input_t *input) {
int32_t i;
// Setup the bind lists
for(i = 0; i < INPUT_BIND_COUNT; i++) {
input->bindMap[i] = listCreate();
}
input->current = input->inputsA;
input->previous = input->inputsB;
// Create the buffer, zero all the values out.
memset(input->buffer, 0, sizeof(inputval_t)*INPUT_SOURCE_COUNT);
}
void inputUpdate(input_t *input) {
int32_t i;
listentry_t *item;
inputval_t value;
// Flip the states to save memory.
inputval_t *currentCurrent = input->current;
input->current = input->previous;
input->previous = currentCurrent;
// Now look at each bind...
for(i = 0; i < INPUT_BIND_COUNT; i++) {
// Now get the list of input sources bound to this input
item = input->bindMap[i]->start;
value = 0;
// For each input source, add the value from the buffer
while(item != NULL) {
value += input->buffer[(inputsource_t)item->data];
item = item->next;
}
// Set to the current state.
input->current[i] = value;
}
}
void inputDispose(input_t *input) {
int32_t i;
// Free up the bind lists
for(i = 0; i < INPUT_BIND_COUNT; i++) {
listDispose(input->bindMap[i], false);
}
}
void inputBind(input_t *input, inputbind_t bind, inputsource_t source) {
listAdd(input->bindMap[bind], (void *)source);
}
void inputUnbind(input_t *input, inputbind_t bind, inputsource_t source) {
listRemove(input->bindMap[bind], (void *)source);
}
void inputStateSet(input_t *input, inputsource_t source, float value) {
input->buffer[source] = value;
}
bool inputIsDown(input_t *input, inputbind_t binding) {
return input->current[binding] != 0;
}
bool inputIsUp(input_t *input, inputbind_t binding) {
return input->current[binding] == 0;
}
bool inputIsPressed(input_t *input, inputbind_t binding) {
return (
input->previous[binding] == 0 &&
input->current[binding] != 0
);
}
bool inputIsReleased(input_t *input, inputbind_t binding) {
return input->current[binding]==0 && input->previous[binding] != 0;
}
inputval_t inputGetAxis(input_t *input, inputbind_t binding) {
return input->current[binding];
}
float inputGetFullAxis(input_t *input, inputbind_t positive,
inputbind_t negative
) {
return -input->current[negative] + input->current[positive];
}
float inputGetAccuated(input_t *input, inputbind_t binding) {
return input->times[binding];
}

192
src/dawn/input/input.h Normal file
View File

@ -0,0 +1,192 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../libs.h"
#include "../util/list.h"
/** Debug Inputs */
#define INPUT_NULL (inputbind_t)0x00
/** Real Inputs (Starts at 32/0x20) */
#define INPUT_UP (inputbind_t)0x20
#define INPUT_DOWN (inputbind_t)0x21
#define INPUT_LEFT (inputbind_t)0x22
#define INPUT_RIGHT (inputbind_t)0x23
#define INPUT_ACCEPT (inputbind_t)0x24
/** Additional sources */
#define INPUT_MOUSE_X (inputsource_t)0x10
#define INPUT_MOUSE_Y (inputsource_t)0x11
#define INPUT_BIND_COUNT 0x40
#define INPUT_SOURCE_COUNT 0xFF
/**
* Input Bind, a specific action bind reference for the game engine to use.
* e.g. "Jump" or "Walk Forward".
*/
typedef uint8_t inputbind_t;
/**
* Input source identifier. It's up to the platform itself to decide what the
* hell this number refers to. For most platforms it will be an input, such as a
* keyboard scancode or a (pad number * button count) + button.
*/
typedef uint8_t inputsource_t;
/**
* Value that represents the state of an input. Defined as 0-1 where 0 is set
* to be completely off / netural state, and 1 is completely on / full state.
*/
typedef float inputval_t;
/**
* Structure for the entire input mapping.
*/
typedef struct {
/** Float of the input between 0 and 1. */
inputval_t inputsA[INPUT_BIND_COUNT];
/** Float of the input between 0 and 1. */
inputval_t inputsB[INPUT_BIND_COUNT];
/** Flippable state */
inputval_t *current, *previous;
/**
* Binding Map, Array of lists where index = binding and entry is a list of
* input sources.
*/
list_t *bindMap[INPUT_BIND_COUNT];
/**
* Input buffer array. Keeps track of raw values from the inputs.
* The engine will read from the buffer when necessary.
*/
inputval_t buffer[INPUT_SOURCE_COUNT];
/** Float of the GameTime that the input was actuated last. */
float times[INPUT_BIND_COUNT];
} input_t;
/**
* Initializes the input manager.
*
* @param input The input manager to initialize.
*/
void inputInit(input_t *input);
/**
* Tick the input manager.
*
* @param input The input manager to update.
*/
void inputUpdate(input_t *input);
/**
* Destroy the input manager and cleanup.
*
* @param input The input manager to dispose.
*/
void inputDispose(input_t *input);
/**
* Binds the given input binding to the input source. Essentially allowing any
* time we fetch the state of bind, we will read the value from source.
*
* @param input The input manager.
* @param bind The binding to bind against.
* @param source The source that is being bound.
*/
void inputBind(input_t *input, inputbind_t bind, inputsource_t source);
/**
* Unbind a previously bound input source from a binding. This method is costly.
*
* @param input The input manager.
* @param bind The binding to unbind from.
* @param source The source that is being unbound.
*/
void inputUnbind(input_t *input, inputbind_t bind, inputsource_t source);
/**
* Set the state of an input.
*
* @param input Input to set the state for.
* @param source Source to set.
* @param value Value to set.
*/
void inputStateSet(input_t *input, inputsource_t source, float value);
/**
* Is the current input "down", being pressed, being moved, not in a state
* of rest.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return True if the input vector is non-zero.
*/
bool inputIsDown(input_t *input, inputbind_t binding);
/**
* Is the current input "up", in a state of rest, not being actioned, moved.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return True if input vector is zero
*/
bool inputIsUp(input_t *input, inputbind_t binding);
/**
* Returns true on the first tick that an input was actioned/downed.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return True if the input vector was non-zeroed this tick but not last.
*/
bool inputIsPressed(input_t *input, inputbind_t binding);
/**
* Returns true on the first tick that an input was released/upped.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return True if the input vector was zeroed this tick but not last.
*/
bool inputIsReleased(input_t *input, inputbind_t binding);
/**
* Returns the raw input value as a float between 0 and 1. For digital (buttons)
* this will typicall be 0 or 1 only. Other analogue inputs will have anywhere
* within the range.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return Input state of the axis.
*/
inputval_t inputGetAxis(input_t *input, inputbind_t binding);
/**
* Returns a raw input value between -1 and 1 between two axis. This would be
* indicitive of having an input with an axis that can be moved one direction
* for a positive input and another for a negative input, typically a game
* controller's analogue sticks.
*
* @param input The input manager.
* @param postitive The positive axis binding.
* @param negative The negative axis binding.
* @return A float between -1 and 1 representing the result of both.
*/
float inputGetFullAxis(input_t *input, inputbind_t positive, inputbind_t negative);
/**
* Returns the time that an input was actuated at. Actuate would count as a
* non-zero input for analogue inputs.
*
* @param input The input manager.
* @param binding The previously bound input binding.
* @return Game Engine time that an input was non-zeroed
*/
float inputGetAccuated(input_t *input, inputbind_t binding);

44
src/dawn/libs.h Normal file
View File

@ -0,0 +1,44 @@
// Copyright (c) 2021 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
// Static Libs
#include <glad/glad.h>
#include <duktape.h>
#include <cglm/cglm.h>
#include <stb_image.h>
#include <stb_truetype.h>
// Standard Libs
#include <stdio.h>
#include <stdint.h>
#include <stdbool.h>
#include <malloc.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
#if defined(_WIN32) || defined(_WIN64)
// Windows Fixes
# define strtok_r strtok_s
# define sleep(n) _sleep(n)
#include <windows.h>
typedef HANDLE threadhandle_t;
#define sysThreadCreate(mthd,otp,usr) otp=CreateThread(NULL,0,mthd,usr,0,NULL)
#define sysThreadJoin(tp) WaitForSingleObject(tp, INFINITE)
#define sysThreadCancel(tp,ec) TerminateThread(tp,ec)
#else
// Unix Fixes
#include <unistd.h>
#include <pthread.h>
typedef pthread_t threadhandle_t;
#define sysThreadCreate(mthd,otp,usr) pthread_create(&otp,NULL,mthd,usr)
#define sysThreadJoin(tp) pthread_join(tp, NULL)
#define sysThreadCancel(tp,ec) pthread_cancel(tp)
#endif

View File

@ -0,0 +1,58 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "language.h"
void languageInit(language_t *language, char *filename) {
// Open the asset buffer
language->asset = assetBufferOpen(filename);
// Get the headers
csvHeadersGet(language->asset, &language->header);
// Get the row indexes
language->headerIndexKey = csvColumnGetIndex(
&language->header, LANGUAGE_HEADER_KEY
);
language->headerIndexValue = csvColumnGetIndex(
&language->header, LANGUAGE_HEADER_VALUE
);
}
int32_t languageGet(
language_t *language, char *key, char output[CSV_CELL_SIZE_MAX]
) {
csvrow_t row;
// Reset the buffer
assetBufferStart(language->asset);
// Search the CSV
int32_t rowIndex = csvRowSearch(
language->asset, &row, language->headerIndexKey, key
);
if(rowIndex == -1) return rowIndex;// Didn't find anything
// Copy the string
arrayCopy(
sizeof(char), row.columns[language->headerIndexValue],
CSV_CELL_SIZE_MAX, output
);
return rowIndex;
}
int32_t languageGetAndParse(language_t *language, char *key,
stringhandlebarvariable_t *variables, int32_t variableCount, char *buffer
) {
char csvBuffer[CSV_CELL_SIZE_MAX];
int32_t i = languageGet(language, key, csvBuffer);
if(i == -1) return -1;
return stringHandlebarsBuffer(csvBuffer, variables, variableCount, buffer);
}
void languageDispose(language_t *language) {
assetBufferClose(language->asset);
}

View File

@ -0,0 +1,74 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/string.h"
#include "../file/asset.h"
#include "../file/csv.h"
/** Column name for the KEY within the CSV */
#define LANGUAGE_HEADER_KEY "Key"
/** Column name for the VALUE within the CSV */
#define LANGUAGE_HEADER_VALUE "Value"
/** Definition for a Language */
typedef struct {
/** The buffer to read the asset from. */
assetbuffer_t *asset;
/** CSV Row for the header */
csvrow_t header;
/** The index in the header row that the key column is in. */
int32_t headerIndexKey;
/** The index in the header row that the value column is in. */
int32_t headerIndexValue;
} language_t;
typedef struct {
language_t *language;
csvrow_t *row;
char *key;
} languagecsvget_t;
/**
* Initializes a language.
* @param language Language to initialize.
* @param filename The filename of the asset that the language uses.
*/
void languageInit(language_t *language, char *filename);
/**
* Get the value for a given key out of the language buffer.
*
* @param language Language to get from.
* @param key Key to get.
* @param output Output buffer to return.
* @return Row within the CSV it was found, otherwise -1.
*/
int32_t languageGet(
language_t *language, char *key, char output[CSV_CELL_SIZE_MAX]
);
/**
* Returns the parsed handlebars out of the language CSV.
*
* @param language Language to buffer from.
* @param key Key to get out of the CSV.
* @param variables Array of variables to parse the handlebars with.
* @param variableCount Count of variables in the array.
* @param buffer Buffer to store the output data in.
* @return Forwarded result of stringHandlebarsBuffer.
*/
int32_t languageGetAndParse(language_t *language, char *key,
stringhandlebarvariable_t *variables, int32_t variableCount, char *buffer
);
/**
* Cleanup a previously initialized language.
* @param language Language to dispose.
*/
void languageDispose(language_t *language);

56
src/dawn/physics/aabb.c Normal file
View File

@ -0,0 +1,56 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "aabb.h"
bool aabbPoint2D(
float pointX, float pointY,
float x, float y, float width, float height,
aabbpointhit2d_t *hit
) {
float dx, px, sx, halfWidth;
float dy, py, sy, halfHeight;
if(hit == NULL) {
// Check X Axis, are we outside the box
if(pointX < x || pointY < y) return false;
if(pointX > x+width || pointY > y+height) return false;
return true;
}
halfWidth = width / 2;
halfHeight = height / 2;
x += halfWidth;
y += halfHeight;
dx = pointX - x;
px = halfWidth - mathAbs(dx);
if(px <= 0) return false;
dy = pointY - y;
py = halfHeight - mathAbs(dy);
if(py <= 0) return false;
if(px < py) {
sx = mathSign(dx);
// float deltaX = px *sx;
hit->normalX = sx;
hit->normalY = 0;
hit->hitX = x + (halfWidth * sx);
hit->hitY = pointY;
} else {
sy = mathSign(dy);
// float deltaY = py * sy;
hit->normalX = 0;
hit->normalY = sy;
hit->hitX = pointX;
hit->hitY = x + (halfHeight * sy);
}
return true;
}

48
src/dawn/physics/aabb.h Normal file
View File

@ -0,0 +1,48 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "sphere.h"
#include "../input/input.h"
#include "../util/math.h"
typedef struct {
float hitX;
float hitY;
float normalX;
float normalY;
} aabbpointhit2d_t;
typedef struct {
float time;
float normalX;
float normalY;
float hitX;
float hitY;
} aabbvectorhit2d_t;
/**
* Perform a test against a point and an AABB.
*
* @param pointX Point X coordinate.
* @param pointY Point Y coordinate.
* @param x Box X coordinate.
* @param y Box Y coordinate.
* @param width Box width.
* @param height Box height.
* @param hit Pointer to hit information to store result in, or NULL for none.
* @return True if a hit occured, otherwise false.
*/
bool aabbPoint2D(
float pointX, float pointY,
float x, float y, float width, float height,
aabbpointhit2d_t *hit
);

20
src/dawn/physics/sphere.c Normal file
View File

@ -0,0 +1,20 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "sphere.h"
bool sphereDistance2D(float x0, float y0, float x1, float y1, float radius) {
x0 = vectorDistance2D(x0, y0, x1, y1);
return x0 <= radius;
}
bool sphereDistance3D(
float x0, float y0, float z0, float x1, float y1, float z1, float radius
) {
x0 = vectorDistance3D(x0, y0, z0, x1, y1, z1);
return x0 <= radius;
}

38
src/dawn/physics/sphere.h Normal file
View File

@ -0,0 +1,38 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "vector.h"
/**
* Checks whether a point is colliding with a circle.
*
* @param x0 X Position of the vector.
* @param y0 Y position of the vector.
* @param x1 Center point of the circle. X Coordinate.
* @param y1 Center point of the circle. Y Coordinate.
* @param radius Radius of the circle
* @return True if the point is colliding, otherwise false.
*/
bool sphereDistance2D(float x0, float y0, float x1, float y1, float radius);
/**
* Checks whether a point is colliding with a sphere.
*
* @param x0 X Position of the vector.
* @param y0 Y Position of the vector.
* @param z0 Z Position of the vector.
* @param x1 Center point of the circle, X Coordinate.
* @param y1 Center point of the circle, Y Coordinate.
* @param z1 Center point of the circle, Z Coordinate.
* @param radius Radius of the sphere.
* @return True if the point is colliding with the sphere.
*/
bool sphereDistance3D(
float x0, float y0, float z0, float x1, float y1, float z1, float radius
);

24
src/dawn/physics/vector.c Normal file
View File

@ -0,0 +1,24 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "vector.h"
float vectorDistance2D(float x0, float y0, float x1, float y1) {
x0 = x1 - x0;
y0 = y1 - y0;
return (float)sqrt(x0*x0 + y0*y0);
}
float vectorDistance3D(
float x0, float y0, float z0, float x1, float y1, float z1
) {
x0 = x1 - x0;
y0 = y1 - y0;
z0 = z1 - z0;
return (float)sqrt(x0*x0 + y0*y0 + z0*z0);
}

35
src/dawn/physics/vector.h Normal file
View File

@ -0,0 +1,35 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
/**
* Calculate the distance between two points in 2D space.
*
* @param x0 First Position X Coordinate.
* @param y0 First Position Y Coordinate.
* @param x1 Second Position X Coordinate.
* @param y1 Second Position Y Coordinate.
* @return The distance measurement.
*/
float vectorDistance2D(float x0, float y0, float x1, float y1);
/**
* Calculate the distance between two points in 3D space.
*
* @param x0 First Position X Coordinate.
* @param y0 First Position Y Coordinate.
* @param z0 First Position Z Coordinate.
* @param x1 Second Position X Coordinate.
* @param y1 Second Position Y Coordinate.
* @param z1 Second Position Z Coordinate.
* @return The distance measurement.
*/
float vectorDistance3D(
float x0, float y0, float z0, float x1, float y1, float z1
);

65
src/dawn/poker/bet.c Normal file
View File

@ -0,0 +1,65 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "bet.h"
uint8_t pokerBetGetNextPlayer(poker_t *poker) {
uint8_t i, j;
for(i = 0; i < poker->playerCount; i++) {
j = (i + poker->better + 1) % poker->playerCount;
if(pokerPlayerDoesNeedToBetThisRound(poker, j)) return j;
}
return 0xFF;
}
uint8_t pokerBetGetRemainingBetterCount(poker_t *poker) {
uint8_t i, count;
count = 0;
for(i = 0; i < poker->playerCount; i++) {
if(!pokerPlayerDoesNeedToBetThisRound(poker, i)) continue;
count++;
}
return count;
}
void pokerBet(
poker_t *poker, pokerpot_t *pot, uint8_t playerIndex, int32_t chips
) {
pokerplayer_t *player;
player = poker->players + playerIndex;
player->chips -= chips;
player->currentBet += chips;
pot->chips += chips;
pot->call = mathMax(pot->call, player->currentBet);
pokerPotAddPlayer(pot, playerIndex);
player->state |= POKER_PLAYER_STATE_HAS_BET_THIS_ROUND;
if(chips > 0) player->timesRaised++;
}
void pokerBetForPlayer(poker_t *poker, uint8_t playerIndex, int32_t chips) {
pokerBet(
poker, poker->pots + (poker->potCount - 1), playerIndex, chips
);
}
int32_t pokerBetGetCurrentCallValue(poker_t *poker) {
uint8_t i;
int32_t call;
call = 0;
for(i = 0; i < poker->potCount; i++) {
call = mathMax(call, poker->pots[i].call);
}
return call;
}
//eh
int32_t pokerPlayerGetCallBet(poker_t *poker, pokerplayer_t *player) {
return pokerBetGetCurrentCallValue(poker) - player->currentBet;
}

71
src/dawn/poker/bet.h Normal file
View File

@ -0,0 +1,71 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/math.h"
#include "common.h"
#include "player.h"
#include "pot.h"
/**
* Returns the index of the first player that remains to bet for the current
* round. This is based on whatever current better player index you provide.
*
* @param poker Poker game instance.
* @param current Current better player index.
* @return The player index of the next remaining player, otherwise 0xFF.
*/
uint8_t pokerBetGetNextPlayer(poker_t *poker);
/**
* Returns the count of players remaining to bet.
*
* @param poker Poker game instance.
* @return Count of players left to bet.
*/
uint8_t pokerBetGetRemainingBetterCount(poker_t *poker);
/**
* Let a player bet chips into the pot.
*
* @param poker Poker game instance.
* @param pot Poker pot to bet in to.
* @param playerIndex The players' index that is betting.
* @param chips The amount of chips the player is betting.
*/
void pokerBet(
poker_t *poker, pokerpot_t *pot, uint8_t playerIndex, int32_t chips
);
/**
* Let a player bet chips into the current pot.
*
* @param bet Poker game instance.
* @param playerIndex The players' index that is betting.
* @param chips The amount of chips the player is betting.
*/
void pokerBetForPlayer(poker_t *poker, uint8_t playerIndex, int32_t chips);
/**
* Gets the amount of chips necessary to call the current bet.
*
* @param poker Poker game instance.
* @return Chips necessary to call the current bet.
*/
int32_t pokerBetGetCurrentCallValue(poker_t *poker);
/**
* Get the bet necessary for a specific player to make a call. This takes the
* players current bet and the bet necessary to call into the pot and will
* return the difference.
*
* @param poker Poker game instance.
* @param player Player instance to get the call value for.
* @return The count of chips needed to call into the current active pot.
*/
int32_t pokerPlayerGetCallBet(poker_t *poker, pokerplayer_t *player);

98
src/dawn/poker/card.c Normal file
View File

@ -0,0 +1,98 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "card.h"
void cardDeal(
card_t *source, uint8_t *sourceSize, card_t *dest, uint8_t *destSize
) {
card_t card;
uint8_t i;
// Take Card
i = *sourceSize - 1;
card = source[i];
*sourceSize = i;
// Put card
i = *destSize;
dest[i] = card;
*destSize = i+1;
}
void cardHandSort(card_t *cards, uint8_t length) {
arraySort(sizeof(card_t), cards, (int32_t)length, (arraysort_t *)&_cardSorter);
}
int32_t _cardSorter(const void* left, const void* right) {
card_t cardL = *((card_t *)left);
card_t cardR = *((card_t *)right);
uint8_t suitL = cardGetSuit(cardL);
uint8_t suitR = cardGetSuit(cardR);
if(suitL != suitR) return suitL - suitR;
uint8_t numberL = cardGetNumber(cardL);
uint8_t numberR = cardGetNumber(cardR);
// Get the suit and the value of the card (reversed)
return numberR - numberL;
}
int32_t cardContains(card_t *hand, uint8_t length, card_t card) {
return arrayFind(sizeof(card_t), hand, (int32_t)length, &card);
}
int32_t cardContainsNumber(card_t *hand, uint8_t length, uint8_t number) {
int32_t i;
for(i = 0; i < length; i++) {
if(cardGetNumber(hand[i]) == number) return i;
}
return -1;
}
uint8_t cardCountPairs(card_t *in, uint8_t inCount, uint8_t number,
int32_t out[CARD_SUIT_COUNT]
) {
uint8_t i, count;
count = 0;
for(i = 0; i < inCount; i++) {// "For each suit"
if(cardGetNumber(in[i]) != number) continue;
out[count++] = i;
}
return count;
}
void cardShuffle(card_t *hand, uint8_t length) {
arrayShuffle(sizeof(card_t), hand, length);
}
uint8_t cardWriteDeck(card_t *hand) {
uint8_t i;
for(i = 0; i < CARD_DECK_SIZE; i++) hand[i] = i;
return CARD_DECK_SIZE;
}
card_t cardGetHighest(card_t *cards, uint8_t cardCount) {
uint8_t i, number, bestNumber;
card_t card, bestCard;
bestNumber = 0xFF;
for(i = 0; i < cardCount; i++) {
card = cards[i];
number = cardGetNumber(card);
if(number == CARD_ACE) return card;
if(bestNumber != 0xFF && number <= bestNumber) continue;
bestCard = card;
bestNumber = number;
}
return bestCard;
}

214
src/dawn/poker/card.h Normal file
View File

@ -0,0 +1,214 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/array.h"
////////////////////////////////////////////////////////////////////////////////
// Cards
////////////////////////////////////////////////////////////////////////////////
// Aces
#define CARD_CLUBS_TWO 0x00
#define CARD_CLUBS_THREE 0x01
#define CARD_CLUBS_FOUR 0x02
#define CARD_CLUBS_FIVE 0x03
#define CARD_CLUBS_SIX 0x04
#define CARD_CLUBS_SEVEN 0x05
#define CARD_CLUBS_EIGHT 0x06
#define CARD_CLUBS_NINE 0x07
#define CARD_CLUBS_TEN 0x08
#define CARD_CLUBS_JACK 0x09
#define CARD_CLUBS_QUEEN 0x0A
#define CARD_CLUBS_KING 0x0B
#define CARD_CLUBS_ACE 0x0C
// Diamonds
#define CARD_DIAMONDS_TWO 0x0D
#define CARD_DIAMONDS_THREE 0x0E
#define CARD_DIAMONDS_FOUR 0x0F
#define CARD_DIAMONDS_FIVE 0x10
#define CARD_DIAMONDS_SIX 0x11
#define CARD_DIAMONDS_SEVEN 0x12
#define CARD_DIAMONDS_EIGHT 0x13
#define CARD_DIAMONDS_NINE 0x14
#define CARD_DIAMONDS_TEN 0x15
#define CARD_DIAMONDS_JACK 0x16
#define CARD_DIAMONDS_QUEEN 0x17
#define CARD_DIAMONDS_KING 0x18
#define CARD_DIAMONDS_ACE 0x19
// Hearts
#define CARD_HEARTS_TWO 0x1A
#define CARD_HEARTS_THREE 0x1B
#define CARD_HEARTS_FOUR 0x1C
#define CARD_HEARTS_FIVE 0x1D
#define CARD_HEARTS_SIX 0x1E
#define CARD_HEARTS_SEVEN 0x1F
#define CARD_HEARTS_EIGHT 0x20
#define CARD_HEARTS_NINE 0x21
#define CARD_HEARTS_TEN 0x22
#define CARD_HEARTS_JACK 0x23
#define CARD_HEARTS_QUEEN 0x24
#define CARD_HEARTS_KING 0x25
#define CARD_HEARTS_ACE 0x26
// Spades
#define CARD_SPADES_TWO 0x27
#define CARD_SPADES_THREE 0x28
#define CARD_SPADES_FOUR 0x29
#define CARD_SPADES_FIVE 0x2A
#define CARD_SPADES_SIX 0x2B
#define CARD_SPADES_SEVEN 0x2C
#define CARD_SPADES_EIGHT 0x2D
#define CARD_SPADES_NINE 0x2E
#define CARD_SPADES_TEN 0x2F
#define CARD_SPADES_JACK 0x30
#define CARD_SPADES_QUEEN 0x31
#define CARD_SPADES_KING 0x32
#define CARD_SPADES_ACE 0x33
////////////////////////////////////////////////////////////////////////////////
// Suits
////////////////////////////////////////////////////////////////////////////////
#define CARD_SUIT_CLUBS 0x00
#define CARD_SUIT_DIAMONDS 0x01
#define CARD_SUIT_HEARTS 0x02
#define CARD_SUIT_SPADES 0x03
////////////////////////////////////////////////////////////////////////////////
// Card numbers
////////////////////////////////////////////////////////////////////////////////
#define CARD_TWO 0x00
#define CARD_THREE 0x01
#define CARD_FOUR 0x02
#define CARD_FIVE 0x03
#define CARD_SIX 0x04
#define CARD_SEVEN 0x05
#define CARD_EIGHT 0x06
#define CARD_NINE 0x07
#define CARD_TEN 0x08
#define CARD_JACK 0x09
#define CARD_QUEEN 0x0A
#define CARD_KING 0x0B
#define CARD_ACE 0x0C
/** Count of cards in each suit */
#define CARD_COUNT_PER_SUIT 13
/** Count of suits */
#define CARD_SUIT_COUNT 4
/** Standard Card Deck Size */
#define CARD_DECK_SIZE 52
/** Type Representing a card's id */
typedef uint8_t card_t;
/**
* Returns the suit of a given card.
* @param card to get the suit for.
* @returns The suit.
*/
#define cardGetSuit(card) (card / CARD_COUNT_PER_SUIT)
/**
* Returns the number of a given card.
* @param card The card to get the number for.
* @returns The card number.
*/
#define cardGetNumber(card) (card % CARD_COUNT_PER_SUIT)
/**
* Returns the card number for a given suit.
* @param number The number to get.
* @param suit The suit to get.
* @returns The card for this suit and number combo.
*/
#define cardGet(number, suit) ((suit * CARD_COUNT_PER_SUIT) + number)
/**
* Deals a card from an array source to an array destination. Pointers to array
* lengths will be updated.
*
* @param source Array source.
* @param sourceSize Pointer to where the count of cards is being stored.
* @param dest Array destination.
* @param destSize Pointer to the size of the destination array.
*/
void cardDeal(
card_t *source, uint8_t *sourceSize, card_t *dest, uint8_t *destSize
);
/**
* Sort a hand of cards. Cards are ordered in descending weight, aces are high.
* Cards will be grouped by their suits, e.g. CARD_CLUBS_TWO will appear before
* CARD_DIAMONDS_KING.
*
* @param cards Hand of cards to sort.
* @param length Length of the array of cards.
*/
void cardHandSort(card_t *cards, uint8_t length);
int32_t _cardSorter(const void* left, const void* right);
/**
* Check if an array of cards contains a specific card.
*
* @param hand Hand/Array of cards to check.
* @param length Length of the array of cards.
* @param card Card to look for
* @returns The index within the array that the card is. -1 if not found.
*/
int32_t cardContains(card_t *hand, uint8_t length, card_t card);
/**
* Check if the array of cards contains a specific number.
*
* @param hand Array of cards to check
* @param length Length of the array.
* @param number The number to look for.
* @returns The index within the array that the first card is. -1 if not found.
*/
int32_t cardContainsNumber(card_t *hand, uint8_t length, uint8_t number);
/**
* Counts the amount of times a card's number appears within the given hand.
*
* @param in The hand to check
* @param inCount How big the hand being checked is
* @param number The number to look for.
* @param out The indexes within the hand array for each card matching.
* @return How many cards in the pair, e.g. 3 for Three of a kind, 4 for full.
*/
uint8_t cardCountPairs(
card_t *in, uint8_t inCount, uint8_t number, int32_t out[4]
);
/**
* Shuffles a hand / deck
*
* @param hand Hand to shuffle.
* @param length Length of the hand to shuffle.
*/
void cardShuffle(card_t *hand, uint8_t length);
/**
* Write an entire deck of cards (in order) to a given hand.
*
* @param hand Hand to write the deck to.
* @return The count of cards in the deck.
*/
uint8_t cardWriteDeck(card_t *hand);
/**
* Get the highest card from a hand of cards.
*
* @param cards Array of cards.
* @param cardCount Length of the array.
* @return The highest card in the array.
*/
card_t cardGetHighest(card_t *cards, uint8_t cardCount);

184
src/dawn/poker/common.h Normal file
View File

@ -0,0 +1,184 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/flags.h"
#include "card.h"
/** Maximum number of players that the game state can support */
#define POKER_PLAYER_COUNT_MAX 5
/** Maximum cards a players' hand can hold */
#define POKER_PLAYER_HAND_SIZE_MAX 2
/** Player States */
#define POKER_PLAYER_STATE_FOLDED flagDefine(0)
#define POKER_PLAYER_STATE_OUT flagDefine(1)
#define POKER_PLAYER_STATE_HAS_BET_THIS_ROUND flagDefine(2)
#define POKER_PLAYER_STATE_SHOWING flagDefine(3)
/** Maximum number of cards that the grave can hold */
#define POKER_GRAVE_SIZE_MAX CARD_DECK_SIZE
/** Maximum number of community cards */
#define POKER_COMMUNITY_SIZE_MAX 5
/** Maximum number of pots in the poker game. */
#define POKER_POT_COUNT_MAX POKER_PLAYER_COUNT_MAX
/** Maximum number of cards a winning state can hold. */
#define POKER_WINNING_FULL_SIZE (\
POKER_PLAYER_HAND_SIZE_MAX + POKER_COMMUNITY_SIZE_MAX\
)
/** How many cards in the winning set */
#define POKER_WINNING_SET_SIZE 5
/** Winning Types */
#define POKER_WINNING_TYPE_NULL 0x00
#define POKER_WINNING_TYPE_ROYAL_FLUSH 0x01
#define POKER_WINNING_TYPE_STRAIGHT_FLUSH 0x02
#define POKER_WINNING_TYPE_FOUR_OF_A_KIND 0x03
#define POKER_WINNING_TYPE_FULL_HOUSE 0x04
#define POKER_WINNING_TYPE_FLUSH 0x05
#define POKER_WINNING_TYPE_STRAIGHT 0x06
#define POKER_WINNING_TYPE_THREE_OF_A_KIND 0x07
#define POKER_WINNING_TYPE_TWO_PAIR 0x08
#define POKER_WINNING_TYPE_PAIR 0x09
#define POKER_WINNING_TYPE_HIGH_CARD 0x0A
#define POKER_WINNING_CONFIDENCE_ROYAL_FLUSH 1.0f
#define POKER_WINNING_CONFIDENCE_STRAIGHT_FLUSH 0.99f
#define POKER_WINNING_CONFIDENCE_FOUR_OF_A_KIND 0.9f
#define POKER_WINNING_CONFIDENCE_FULL_HOUSE 0.85f
#define POKER_WINNING_CONFIDENCE_FLUSH 0.8f
#define POKER_WINNING_CONFIDENCE_STRAIGHT 0.7f
#define POKER_WINNING_CONFIDENCE_THREE_OF_A_KIND 0.5f
#define POKER_WINNING_CONFIDENCE_TWO_PAIR 0.4f
#define POKER_WINNING_CONFIDENCE_PAIR 0.2f
#define POKER_WINNING_CONFIDENCE_HIGH_CARD 0.1f
#define POKER_WORLD_DEALER_INDEX 0x02
#define POKER_WORLD_HUMAN_INDEX 0x02
/** Turn Types */
#define POKER_TURN_TYPE_OUT 0x00
#define POKER_TURN_TYPE_FOLD 0x01
#define POKER_TURN_TYPE_BET 0x02
#define POKER_TURN_TYPE_CALL 0x03
#define POKER_TURN_TYPE_ALL_IN 0x04
#define POKER_TURN_TYPE_CALL_ALL_IN 0x04
#define POKER_TURN_TYPE_CHECK 0x05
#define POKER_TURN_MAX_RAISES 0x02
/** How many chips each player has by defautl */
#define POKER_BET_PLAYER_CHIPS_DEFAULT 1200
/** The default blind cost for the big blind. */
#define POKER_BET_BLIND_BIG_DEFAULT 600
/** The default blind cost for the small blind. (Defaults half big blind) */
#define POKER_BET_BLIND_SMALL_DEFAULT (POKER_BET_BLIND_BIG_DEFAULT/2)
/** How many cards are dealt for the flop, turn and river */
#define POKER_FLOP_CARD_COUNT 3
#define POKER_TURN_CARD_COUNT 1
#define POKER_RIVER_CARD_COUNT 1
/** How many cards the dealer should burn before dealing the flop */
#define POKER_FLOP_BURN_COUNT 1
typedef struct {
/** Count of chips the player has */
int32_t chips;
/** Cards in the players' hand */
card_t cards[POKER_PLAYER_HAND_SIZE_MAX];
uint8_t cardCount;
/** Players current state */
uint8_t state;
/** Current bet that the player has done. */
int32_t currentBet;
/** Count of times that the player has raised their bet */
uint8_t timesRaised;
} pokerplayer_t;
/** Holds information about a player's winning state */
typedef struct {
/** The full set of both the dealer and player's hand */
card_t full[POKER_WINNING_FULL_SIZE];
uint8_t fullSize;
/** Holds the winning set */
card_t set[POKER_WINNING_SET_SIZE];
uint8_t setSize;
/** Winning Type */
uint8_t type;
/** If there was a kicker card it will be here, otherwise -1 for no kicker */
card_t kicker;
} pokerplayerwinning_t;
typedef struct {
/** Current pot of chips */
int32_t chips;
/** Current call value for this pot */
int32_t call;
/** Players who are participating in the pot */
uint8_t players[POKER_PLAYER_COUNT_MAX];
uint8_t playerCount;
} pokerpot_t;
typedef struct {
/** What type of action the turn is */
uint8_t type;
/** How many chips they did in their turn (if applicable) */
int32_t chips;
/** How confident the AI is about their turn. 0 = none, 1 = full */
float confidence;
} pokerturn_t;
typedef struct {
/** Current Card Deck (Dealer) */
card_t deck[CARD_DECK_SIZE];
uint8_t deckSize;
/** Card grave (where spent cards go when burned */
card_t grave[POKER_GRAVE_SIZE_MAX];
uint8_t graveSize;
/** Dealer Hand */
card_t community[POKER_COMMUNITY_SIZE_MAX];
uint8_t communitySize;
/** List of pots in the game (side pots) */
pokerpot_t pots[POKER_POT_COUNT_MAX];
uint8_t potCount;
/** Players within the game */
pokerplayer_t players[POKER_PLAYER_COUNT_MAX];
uint8_t playerCount;
/** Index of the dealer player */
uint8_t playerDealer;
/** Index of the small blind player */
uint8_t playerSmallBlind;
/** Index of the big blind player */
uint8_t playerBigBlind;
/** Which player is the current active better ? */
uint8_t better;
/** Size of the small blind */
int32_t blindSmall;
/** Size of the big blind */
int32_t blindBig;
} poker_t;

80
src/dawn/poker/dealer.c Normal file
View File

@ -0,0 +1,80 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dealer.h"
void pokerDealerSet(poker_t *poker, uint8_t dealer) {
uint8_t i, k;
pokerplayer_t *player;
bool foundDealer;
bool foundSmall;
foundDealer = false;
foundSmall = false;
poker->playerDealer = dealer;
for(i = 0; i < poker->playerCount; i++) {
k = (dealer + i) % poker->playerCount;
player = poker->players + k;
if(player->state & POKER_PLAYER_STATE_OUT) continue;
if(!foundDealer) {
poker->playerDealer = k;
foundDealer = true;
} else if(!foundSmall) {
poker->playerSmallBlind = k;
foundSmall = true;
} else {
poker->playerBigBlind = k;
break;
}
}
}
void pokerDealerNew(poker_t *poker) {
pokerDealerSet(poker, poker->playerDealer + 1);
}
void pokerDealerTurn(poker_t *poker, uint8_t count) {
uint8_t i;
for(i = 0; i < count; i++) {
cardDeal(
poker->deck, &poker->deckSize, poker->community, &poker->communitySize
);
}
}
void pokerDealerBurn(poker_t *poker, uint8_t count) {
uint8_t i;
for(i = 0; i < count; i++) {
cardDeal(poker->deck, &poker->deckSize, poker->grave, &poker->graveSize);
}
}
void pokerDeal(poker_t *poker, pokerplayer_t *player, uint8_t count) {
uint8_t i;
for(i = 0; i < count; i++) {
cardDeal(poker->deck, &poker->deckSize, player->cards, &player->cardCount);
}
}
void pokerDealAllPlayers(poker_t *poker, uint8_t count) {
uint8_t i, j;
pokerplayer_t *player;
for(j = 0; j < count; j++) {
for(i = 0; i < poker->playerCount; i++) {
player = poker->players + i;
// Can't deal to a player who is folded or out
if(player->state & (POKER_PLAYER_STATE_FOLDED|POKER_PLAYER_STATE_OUT)) {
continue;
}
pokerDeal(poker, player, 1);
}
}
}

62
src/dawn/poker/dealer.h Normal file
View File

@ -0,0 +1,62 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "common.h"
#include "card.h"
/**
* Set a next dealer. This will also select the new small and big blind players.
* This will automatically skip out players if you provide one.
*
* @param poker Poker game to select a new dealer for.
* @param dealer Dealer to become the new dealer.
*/
void pokerDealerSet(poker_t *poker, uint8_t dealer);
/**
* Cycles to the next dealer. This will also select the new small and big blind
* players.
*
* @param poker Poker game to select a new dealer for.
*/
void pokerDealerNew(poker_t *poker);
/**
* Turns over cards from the deck onto the table (from the deck into the dealer
* hand)
*
* @param poker Poker game instance.
* @param count Count of cards to deal.
*/
void pokerDealerTurn(poker_t *poker, uint8_t count);
/**
* Burns a set of cards off the top of the deck into the graveyard.
*
* @param poker Poker game instance.
* @param count Count of cards to burn.
*/
void pokerDealerBurn(poker_t *poker, uint8_t count);
/**
* Deal a card to a player.
*
* @param poker Poker game instance.
* @param player Poker player to deal to.
* @param count Count of cards to deal to the player.
*/
void pokerDeal(poker_t *poker, pokerplayer_t *player, uint8_t count);
/**
* Deal card(s) to every active player.
*
* @param poker Poker game instance.
* @param count Count of cards to deal.
*/
void pokerDealAllPlayers(poker_t *poker, uint8_t count);

59
src/dawn/poker/player.c Normal file
View File

@ -0,0 +1,59 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "player.h"
uint8_t pokerPlayerAdd(poker_t *poker) {
pokerplayer_t *player;
uint8_t i = poker->playerCount++;
player = poker->players + i;
player->cardCount = 0;
player->chips = 0;
player->currentBet = 0;
player->timesRaised = 0;
player->state = POKER_PLAYER_STATE_OUT;
return i;
}
void pokerPlayerChipsAdd(pokerplayer_t *player, int32_t chips) {
player->chips += chips;
if(player->chips > 0) {
player->state = flagOff(player->state, POKER_PLAYER_STATE_OUT);
}
}
bool pokerPlayerDoesNeedToBetThisRound(poker_t *poker, uint8_t playerIndex) {
pokerplayer_t *player;
player = poker->players + playerIndex;
if(player->state & POKER_PLAYER_STATE_FOLDED) return false;
if(player->chips <= 0) return false;
if(!(player->state & POKER_PLAYER_STATE_HAS_BET_THIS_ROUND)) return true;
if(player->currentBet < pokerBetGetCurrentCallValue(poker)) return true;
return false;
}
bool pokerPlayerCanCheck(poker_t *poker, pokerplayer_t *player) {
return pokerBetGetCurrentCallValue(poker) <= player->currentBet;
}
void pokerPlayerGetFullHand(
poker_t *poker, pokerplayer_t *player, card_t *cards
) {
uint8_t i;
// Add the dealer hand
for(i = 0; i < poker->communitySize; i++) {
cards[i] = poker->community[i];
}
// Add the player hand
for(i = 0; i < player->cardCount; i++) {
cards[i+poker->communitySize] = player->cards[i];
}
}

62
src/dawn/poker/player.h Normal file
View File

@ -0,0 +1,62 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/flags.h"
#include "common.h"
#include "bet.h"
/**
* Add a player to the game. The player starts in an out state (with no chips).
*
* @param poker Poker game instance to add to.
* @return Player index.
*/
uint8_t pokerPlayerAdd(poker_t *poker);
/**
* Add chips to a player. This will also update their state if they were out
* to ensure that they are no longer.
*
* @param player Player to add chips to.
* @param chips Amount of chips to add.
*/
void pokerPlayerChipsAdd(pokerplayer_t *player, int32_t chips);
/**
* Checks a players' state and decided whether or not the players still needs to
* bet for the current round. This will check both whether the player has bet in
* the current round yet, and whether or not they have met the call value of the
* active pot.
*
* @param poker Poker game instance.
* @param playerIndex Player index to check.
* @return
*/
bool pokerPlayerDoesNeedToBetThisRound(poker_t *poker, uint8_t playerIndex);
/**
* Determine whether or not a player CAN check, given the current max bet and
* the players current bet.
*
* @param poker Poker game instance.
* @param player Player to check.
* @return True if the player can check, false if they need to call first.
*/
bool pokerPlayerCanCheck(poker_t *poker, pokerplayer_t *player);
/**
* Returns the full hand for a given player including the cards on the bench.
*
* @param poker Poker game instance.
* @param player Poker player to get the hand for.
* @param cards Array to store the cards.
*/
void pokerPlayerGetFullHand(
poker_t *poker, pokerplayer_t *player, card_t *cards
);

96
src/dawn/poker/poker.c Normal file
View File

@ -0,0 +1,96 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "poker.h"
void pokerInit(poker_t *poker) {
poker->playerCount = 0;
poker->playerDealer = 0;
poker->playerSmallBlind = 0;
poker->playerBigBlind = 0;
pokerResetRound(poker);
pokerSetBlinds(poker, 0, 0);
}
void pokerSetBlinds(poker_t *poker, int32_t blindSmall, int32_t blindBig) {
poker->blindSmall = blindSmall;
poker->blindBig = blindBig;
}
void pokerResetRound(poker_t *poker) {
uint8_t i;
pokerplayer_t *player;
poker->deckSize = cardWriteDeck(poker->deck);
poker->graveSize = 0;
poker->communitySize = 0;
poker->potCount = 0;
pokerPotAdd(poker);
pokerResetBettingRound(poker);
for(i = 0; i < poker->playerCount; i++) {
player = poker->players + i;
player->cardCount = 0;
player->currentBet = 0;
player->timesRaised = 0;
player->state &= ~(
POKER_PLAYER_STATE_FOLDED |
POKER_PLAYER_STATE_HAS_BET_THIS_ROUND |
POKER_PLAYER_STATE_SHOWING
);
}
}
void pokerResetBettingRound(poker_t *poker) {
uint8_t i;
pokerplayer_t *player;
// Reset the round betting state.
for(i = 0; i < poker->playerCount; i++) {
player = poker->players + i;
player->state =flagOff(player->state,POKER_PLAYER_STATE_HAS_BET_THIS_ROUND);
player->timesRaised = 0;
}
// Now reset to the first player that needs to bet.
if(poker->playerCount > 0) {
poker->better = poker->playerBigBlind;
} else {
poker->better = 0x00;
}
// Then we check who's remaining. We do this because the default better may
// have folded already.
poker->better = pokerBetGetNextPlayer(poker);
}
void pokerTakeBlinds(poker_t *poker) {
pokerplayer_t *player;
pokerBetForPlayer(poker, poker->playerSmallBlind, poker->blindSmall);
player = poker->players + poker->playerSmallBlind;
player->state = flagOff(player->state, POKER_PLAYER_STATE_HAS_BET_THIS_ROUND);
pokerBetForPlayer(poker, poker->playerBigBlind, poker->blindBig);
player = poker->players + poker->playerBigBlind;
player->state = flagOff(player->state, POKER_PLAYER_STATE_HAS_BET_THIS_ROUND);
}
uint8_t pokerInRoundGetCount(poker_t *poker) {
uint8_t i, count;
pokerplayer_t *player;
count = 0;
for(i = 0; i < poker->playerCount; i++) {
player = poker->players + i;
if(player->state & (POKER_PLAYER_STATE_FOLDED | POKER_PLAYER_STATE_OUT)) {
continue;
}
count++;
}
return count;
}

62
src/dawn/poker/poker.h Normal file
View File

@ -0,0 +1,62 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/flags.h"
#include "common.h"
#include "card.h"
#include "pot.h"
#include "bet.h"
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Fucked if I know
/**
* Initialize the poker game instance.
*
* @param poker Poker game instance.
*/
void pokerInit(poker_t *poker);
/**
* Set the game's current blinds.
*
* @param poker Poker game instance.
* @param blindSmall Small blind value.
* @param blindBig Big blind value.
*/
void pokerSetBlinds(poker_t *poker, int32_t blindSmall, int32_t blindBig);
/**
* Reset the poker game instance for the new round.
*
* @param poker Poker game instance.
*/
void pokerResetRound(poker_t *poker);
/**
* Reset the poker betting round.
*
* @param poker Poker game instance to reset for.
*/
void pokerResetBettingRound(poker_t *poker);
/**
* Take the blinds from the blind players.
*
* @param poker Poker game instance.
*/
void pokerTakeBlinds(poker_t *poker);
/**
* Gets the count of players still currently left in the round.
*
* @param poker Poker game instance.
* @return The count of players in the round.
*/
uint8_t pokerInRoundGetCount(poker_t *poker);

44
src/dawn/poker/pot.c Normal file
View File

@ -0,0 +1,44 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "pot.h"
uint8_t pokerPotAdd(poker_t *poker) {
pokerpot_t *pot;
uint8_t i = poker->potCount++;
pot = poker->pots + i;
pot->chips = 0;
pot->playerCount = 0;
pot->call = 0;
return i;
}
bool pokerPotHasPlayer(pokerpot_t *pot, uint8_t playerIndex) {
return arrayContains(
sizeof(uint8_t), pot->players, pot->playerCount, &playerIndex
);
}
void pokerPotAddPlayer(pokerpot_t *pot, uint8_t playerIndex) {
if(pokerPotHasPlayer(pot, playerIndex)) return;
pot->players[pot->playerCount++] = playerIndex;
}
int32_t pokerPotGetSumOfChipsForPlayer(poker_t *poker, uint8_t playerIndex) {
int32_t count;
uint8_t i;
pokerpot_t *pot;
count = 0;
for(i = 0; i < poker->potCount; i++) {
pot = poker->pots + i;
if(!pokerPotHasPlayer(pot, playerIndex)) continue;
count += pot->chips;
}
return count;
}

47
src/dawn/poker/pot.h Normal file
View File

@ -0,0 +1,47 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/array.h"
#include "common.h"
/**
* Adds a new pot to the poker game instance.
*
* @param poker Poker game instance to add a pot to.
* @return The index of the pot within the array of pots.
*/
uint8_t pokerPotAdd(poker_t *poker);
/**
* Check whether or not the given player is part of the given pot.
*
* @param pot Pot to check.
* @param playerIndex Player index to see if within the pot or not.
* @return True if in the pot, otherwise false.
*/
bool pokerPotHasPlayer(pokerpot_t *pot, uint8_t playerIndex);
/**
* Add a player to a pot. This will not let you add the same player to the pot
* twice.
*
* @param pot Pot to add to.
* @param playerIndex Players' index to add to the pot.
*/
void pokerPotAddPlayer(pokerpot_t *pot, uint8_t playerIndex);
/**
* Returns the sum of chips in the pot(s) that the specified player is in. This
* does not consider the pot, player or hand, just the pure sum of chips.
*
* @param poker Poker game instance.
* @param playerIndex Player Index to get the sum of chips from.
* @return The sum of chips from the pots the player is within.
*/
int32_t pokerPotGetSumOfChipsForPlayer(poker_t *poker, uint8_t playerIndex);

221
src/dawn/poker/turn.c Normal file
View File

@ -0,0 +1,221 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "turn.h"
pokerturn_t pokerTurnFold(poker_t *poker, uint8_t player) {
return (pokerturn_t){
.chips = 0,
.confidence = 1,
.type = POKER_TURN_TYPE_FOLD
};
}
pokerturn_t pokerTurnBet(poker_t *poker, uint8_t playerIndex, int32_t chips) {
pokerturn_t turn;
pokerplayer_t *player;
int32_t i;
player = poker->players + playerIndex;
turn.confidence = 1;
if(chips == 0) {
turn.type = POKER_TURN_TYPE_CHECK;
turn.chips = 0;
} else if(player->chips <= chips) {
turn.chips = player->chips;
turn.type = POKER_TURN_TYPE_ALL_IN;
} else {
turn.chips = chips;
turn.type = POKER_TURN_TYPE_BET;
i = pokerBetGetCurrentCallValue(poker);
if(chips == (i - player->currentBet)) {
turn.type = POKER_TURN_TYPE_CALL;
}
}
return turn;
}
pokerturn_t pokerTurnGetForPlayer(poker_t *poker, uint8_t playerIndex) {
int32_t random, maxBet, bluffBet, callBet;
float confidence, expectedGain, potOdds;
bool isBluff;
int32_t amount;
pokerplayer_t *player;
pokerplayerwinning_t winning;
uint8_t i, cardNumber0, cardNumber1, suitNumber0, suitNumber1;
pokerturn_t turn;
player = poker->players + playerIndex;
// Can the player do anything?
if(player->state & (POKER_PLAYER_STATE_FOLDED | POKER_PLAYER_STATE_OUT)) {
turn.type = POKER_TURN_TYPE_OUT;
return turn;
}
// The following logic is heavily inspired by;
// https://github.com/gorel/C-Poker-AI/blob/master/src/common/pokerai.c
// But with some changes and smarts added by me. The original source code will
// essentially just run a crap tun of simulated games and get the times that
// they are expected to win from those games, but I'm just going to use the
// odds of the winning hand.
// Is this preflop?
if(poker->communitySize == 0 && player->cardCount >= 2) {
// Get the hand weight
cardNumber0 = cardGetNumber(player->cards[0]);
cardNumber1 = cardGetNumber(player->cards[1]);
suitNumber0 = cardGetSuit(player->cards[0]);
suitNumber1 = cardGetSuit(player->cards[1]);
// Get delta between cards
i = mathAbs(cardNumber0 - cardNumber1);
// Get card weight
confidence = (float)cardNumber0 + (float)cardNumber1;
if(cardNumber0 == cardNumber1) {// Pairs
confidence += 6;
} else if(suitNumber0 == suitNumber1) {// Same suit
confidence += 4;
}
// Get difference from cards for guessing flush
if(i > 4) {
confidence -= 4;
} else if(i > 2) {
confidence -= i;
}
// Get the confidence delta 0-1
confidence = confidence / 30.0f;
} else {
// Simulate my hand being the winning hand, use that as the confidence
pokerWinnerGetForPlayer(poker, player, &winning);
confidence = pokerWinnerGetTypeConfidence(winning.type);
}
// Now we know how confident the AI is, let's put a chip value to that weight
// How many chips to call?
callBet = pokerPlayerGetCallBet(poker, player);
// Do they need chips to call, or is it possible to check?
if(callBet > 0) {
potOdds = (float)callBet / (
(float)callBet + (float)pokerPotGetSumOfChipsForPlayer(poker, playerIndex)
);
} else {
potOdds = 1.0f / (float)pokerBetGetRemainingBetterCount(poker);
}
// Now determine the expected ROI
expectedGain = confidence / potOdds;
// Now get a random 0-100
random = randInt32() % 100;
// Determine the max bet that the AI is willing to make
maxBet = (int32_t)((float)player->chips / 1.75f) - (random / 2);
maxBet -= callBet;
// Determine what's a good bluff bet.
bluffBet = random * maxBet / 100 / 2;
// Now prep the output
isBluff = false;
amount = 0;
// Now the actual AI can happen. This is basically a weight to confidence
// ratio. The higher the gains and the confidence then the more likely the AI
// is to betting. There are also bluff chances within here.
if(expectedGain < 0.8 && confidence < 0.8) {
if(random < 95) {
amount = 0;
} else {
amount = bluffBet;
isBluff = true;
}
} else if ((expectedGain < 1.0 && confidence < 0.85) || confidence < 0.1) {
if (random < 80) {
amount = 0;
} else if(random < 5) {
amount = callBet;
isBluff = true;
} else {
amount = bluffBet;
isBluff = true;
}
} else if ((expectedGain < 1.3 && confidence < 0.9) || confidence < 0.5) {
if (random < 60 || confidence < 0.5) {
amount = callBet;
} else {
amount = maxBet;
}
} else if (confidence < 0.95 || poker->communitySize < 0x04) {
if(random < 20) {
amount = callBet;
} else {
amount = maxBet;
}
} else {
amount = (player->chips - callBet) * 9 / 10;
}
// If this is the first round... make it a lot less likely I'll bet
if(poker->communitySize == 0x00 && amount > callBet) {
if(random > 5) amount = callBet;
}
// Did we actually bet?
if(amount > 0) {
printf("AI is betting %i chips, bluff: %i\n", amount, isBluff);
// Let's not get caught in a raising loop with AI.
if(player->timesRaised >= POKER_TURN_MAX_RAISES) {
amount = callBet;
}
amount = mathMax(amount, callBet);
turn = pokerTurnBet(poker, playerIndex, amount);
turn.confidence = confidence;
} else if(pokerPlayerCanCheck(poker, player)) {
turn = pokerTurnBet(poker, playerIndex, 0);
turn.confidence = 1;
} else {
turn = pokerTurnFold(poker, playerIndex);
turn.confidence = 1 - confidence;
}
return turn;
}
void pokerTurnAction(poker_t *poker, uint8_t playerIndex, pokerturn_t turn) {
pokerplayer_t *player;
player = poker->players + playerIndex;
switch(turn.type) {
case POKER_TURN_TYPE_BET:
case POKER_TURN_TYPE_CALL:
case POKER_TURN_TYPE_ALL_IN:
pokerBetForPlayer(poker, playerIndex, turn.chips);
player->timesRaised++;
break;
case POKER_TURN_TYPE_CHECK:
pokerBetForPlayer(poker, playerIndex, 0);
player->timesRaised = 0;
break;
case POKER_TURN_TYPE_FOLD:
player->state |= POKER_PLAYER_STATE_FOLDED;
player->timesRaised = 0;
break;
}
player->state |= POKER_PLAYER_STATE_HAS_BET_THIS_ROUND;
}

52
src/dawn/poker/turn.h Normal file
View File

@ -0,0 +1,52 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/math.h"
#include "common.h"
#include "bet.h"
#include "card.h"
#include "winner.h"
#include "pot.h"
/**
* Return a turn action for the given player to fold.
*
* @param poker Poker game instance.
* @param player Player index.
* @return A turn for a fold action.
*/
pokerturn_t pokerTurnFold(poker_t *poker, uint8_t player);
/**
* Perform a turn action for betting as a player.
*
* @param poker Poker game instance.
* @param playerIndex Player index who is betting.
* @param chips Chips to raise by.
* @return A turn for a bet action.
*/
pokerturn_t pokerTurnBet(poker_t *poker, uint8_t playerIndex, int32_t chips);
/**
* Returns the AI result for a turn done by a non human player.
*
* @param poker Poker game instance to use.
* @param playerIndex Player index to get the turn for.
* @return Some information about the move the player is trying to perform.
*/
pokerturn_t pokerTurnGetForPlayer(poker_t *poker, uint8_t playerIndex);
/**
* Perform the turn's action.
*
* @param poker Poker game instance.
* @param playerIndex Player index.
* @param turn Turn to action.
*/
void pokerTurnAction(poker_t *poker, uint8_t playerIndex, pokerturn_t turn);

401
src/dawn/poker/winner.c Normal file
View File

@ -0,0 +1,401 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "winner.h"
void pokerWinnerFillRemaining(pokerplayerwinning_t *winning) {
uint8_t i, highest, current;
card_t highestCard, currentCard;
// Set the kicker
winning->kicker = 0xFF;
// Fill the remaining cards
while(winning->setSize < POKER_WINNING_SET_SIZE) {
highest = 0xFF;
for(i = 0; i < winning->fullSize; i++) {
currentCard = winning->full[i];
if(cardContains(winning->set, winning->setSize, currentCard) != -1) {
continue;
}
if(highest == 0xFF) {
highestCard = currentCard;
highest = cardGetNumber(highestCard);
} else {
current = cardGetNumber(currentCard);
if(current != CARD_ACE && current < highest) continue;
highestCard = currentCard;
highest = current;
}
}
if(highest == 0xFF) break;
winning->set[winning->setSize++] = highestCard;
}
cardHandSort(winning->set, winning->setSize);
}
void pokerWinnerGetForPlayer(
poker_t *poker, pokerplayer_t *player, pokerplayerwinning_t *winning
) {
uint8_t i, j, l;
int32_t index;
card_t card;
uint8_t number, suit, pairCount;
int32_t pairs[CARD_SUIT_COUNT];
// Get the full poker hand (should be a 7 card hand, but MAY not be)
winning->fullSize = poker->communitySize + player->cardCount;
pokerPlayerGetFullHand(poker, player, winning->full);
cardHandSort(winning->full, winning->fullSize);
// Reset the winning status.
winning->setSize = 0;
//////////////////////// Now look for the winning set ////////////////////////
// Royal / Straight Flush
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
number = cardGetNumber(card);
if(number < CARD_FIVE) continue;
suit = cardGetSuit(card);
winning->setSize = 1;
// Now look for the matching cards (Reverse order to order from A to 10)
for(j = 1; j <= 4; j++) {
l = number == CARD_FIVE && j == 4 ? CARD_ACE : number - j;//Ace low.
index = cardContains(winning->full, winning->fullSize, cardGet(l, suit));
if(index == -1) break;
winning->set[j] = winning->full[index];
winning->setSize++;
}
// Check if has all necessary cards.
if(winning->setSize < POKER_WINNING_SET_SIZE) continue;
// Add self to array
winning->set[0] = winning->full[i];
winning->type = (
number == CARD_ACE ? POKER_WINNING_TYPE_ROYAL_FLUSH :
POKER_WINNING_TYPE_STRAIGHT_FLUSH
);
pokerWinnerFillRemaining(winning);
return;
}
// Four of a kind.
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
number = cardGetNumber(card);
pairCount = cardCountPairs(winning->full, winning->fullSize, number, pairs);
if(pairCount < CARD_SUIT_COUNT) continue;
winning->setSize = pairCount;
for(j = 0; j < pairCount; j++) winning->set[j] = winning->full[pairs[j]];
winning->type = POKER_WINNING_TYPE_FOUR_OF_A_KIND;
pokerWinnerFillRemaining(winning);
return;
}
// Full House
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
// Check we haven't already added this card.
card = winning->full[i];
if(cardContains(winning->set, winning->setSize, card) != -1) continue;
number = cardGetNumber(card);
pairCount = cardCountPairs(winning->full, winning->fullSize, number, pairs);
// Did we find either two pair or three pair?
if(pairCount != 2 && pairCount != 3) continue;
if(winning->setSize == 3) pairCount = 2;//Clamp to 5 max.
// Copy found pairs.
for(j = 0; j < pairCount; j++) {
winning->set[winning->setSize + j] = winning->full[pairs[j]];
}
winning->setSize += pairCount;
// Winned?
if(winning->setSize != POKER_WINNING_SET_SIZE) continue;
winning->type = POKER_WINNING_TYPE_FULL_HOUSE;
pokerWinnerFillRemaining(winning);
return;
}
// Flush (5 same suit)
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
suit = cardGetSuit(card);
winning->setSize = 1;
for(j = i+1; j < winning->fullSize; j++) {
if(cardGetSuit(winning->full[j]) != suit) continue;
winning->set[winning->setSize++] = winning->full[j];
if(winning->setSize == POKER_WINNING_SET_SIZE) break;
}
if(winning->setSize < POKER_WINNING_SET_SIZE) continue;
winning->set[0] = winning->full[i];
winning->type = POKER_WINNING_TYPE_FLUSH;
pokerWinnerFillRemaining(winning);
return;
}
// Straight (sequence any suit)
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
number = cardGetNumber(card);
if(number < CARD_FIVE) continue;
winning->setSize = 1;
for(j = 1; j <= 4; j++) {
l = number == CARD_FIVE && j == 4 ? CARD_ACE : number - j;//Ace low.
index = cardContainsNumber(winning->full, winning->fullSize, l);
if(index == -1) break;
winning->set[j] = winning->full[index];
winning->setSize++;
}
// Check if has all necessary cards.
if(winning->setSize < POKER_WINNING_SET_SIZE) continue;
winning->set[0] = winning->full[i];
winning->type = POKER_WINNING_TYPE_STRAIGHT;
pokerWinnerFillRemaining(winning);
return;
}
// Three of a kind
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
number = cardGetNumber(card);
pairCount = cardCountPairs(winning->full, winning->fullSize, number, pairs);
if(pairCount != 3) continue;
winning->setSize = pairCount;
for(j = 0; j < pairCount; j++) winning->set[j] = winning->full[pairs[j]];
winning->type = POKER_WINNING_TYPE_THREE_OF_A_KIND;
pokerWinnerFillRemaining(winning);
return;
}
// Two Pair
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];// Check we haven't already added this card.
if(cardContains(winning->set, winning->setSize, card) != -1) {
continue;
}
number = cardGetNumber(card);
pairCount = cardCountPairs(winning->full, winning->fullSize, number, pairs);
if(pairCount != 2) continue;
for(j = 0; j < pairCount; j++) {
winning->set[winning->setSize+j] = winning->full[pairs[j]];
}
winning->setSize += pairCount;
if(winning->setSize != 4) continue;
winning->type = POKER_WINNING_TYPE_TWO_PAIR;
pokerWinnerFillRemaining(winning);
return;
}
// Pair
if(winning->setSize == 2) {
winning->type = POKER_WINNING_TYPE_PAIR;
pokerWinnerFillRemaining(winning);
return;
}
// High card
winning->setSize = 0;
pokerWinnerFillRemaining(winning);
winning->type = POKER_WINNING_TYPE_HIGH_CARD;
return;
}
card_t pokerWinnerCompare(
pokerplayerwinning_t *left, pokerplayerwinning_t *right
) {
uint8_t i, number;
card_t card;
int32_t index;
uint8_t countCardsSame;
card_t highCardLeft, highCardRight;
uint8_t highNumberLeft, highNumberRight;
highNumberLeft = 0xFF;
highNumberRight = 0xFF;
countCardsSame = 0;
for(i = 0; i < left->setSize; i++) {
card = left->set[i];
number = cardGetNumber(card);
if(highNumberLeft != 0xFF && number < highNumberLeft) continue;//Quick check
// Check if this number is within the other hand or not
index = cardContainsNumber(right->set, right->setSize, number);
if(index != -1) {
// This number IS within the other hand, let's check that the EXACT card
// is a match/isn't a match.
index = cardContains(right->set, right->setSize, card);
// Exact card match
if(index != -1) {
countCardsSame++;
continue;
}
// Not exact card match.. ?
}
if(highNumberLeft == 0xFF||number == CARD_ACE||highNumberLeft < number) {
highNumberLeft = number;
highCardLeft = card;
}
}
for(i = 0; i < right->setSize; i++) {
card = right->set[i];
number = cardGetNumber(card);
if(highNumberRight != 0xFF && number < highNumberRight) continue;
index = cardContainsNumber(left->set, left->setSize, number);
if(index != -1) {
index = cardContains(left->set, left->setSize, card);
if(index != -1) continue;
}
if(highNumberRight == 0xFF||number == CARD_ACE||highNumberRight < number) {
highNumberRight = number;
highCardRight = card;
}
}
if(countCardsSame == left->setSize) {
for(i = 0; i < left->setSize; i++) {
card = left->set[i];
number = cardGetNumber(card);
if(highNumberLeft == 0xFF||number == CARD_ACE||highNumberLeft < number) {
highNumberLeft = number;
highCardLeft = card;
}
}
return highCardLeft;
}
if(highCardLeft == 0xFF) return 0xFF;
if(highNumberLeft < highNumberRight) return 0xFF;
return highCardLeft;//Greater or Equal to.
}
void pokerWinnerDetermineForPot(
poker_t *poker,
pokerpot_t *pot,
pokerplayerwinning_t winners[POKER_PLAYER_COUNT_MAX],
uint8_t winnerPlayers[POKER_PLAYER_COUNT_MAX],
uint8_t *winnerCount,
uint8_t participants[POKER_PLAYER_COUNT_MAX],
uint8_t *participantCount
) {
uint8_t i, j, countPlayers, countWinners, number, highNumber;
pokerplayerwinning_t *left, *right;
pokerplayer_t *player;
card_t card, highCard;
bool isWinner;
countPlayers = 0;
countWinners = 0;
highCard = 0xFF;
// Get participating players and their hands.
for(i = 0; i < pot->playerCount; i++) {
player = poker->players + pot->players[i];
if(player->state & (POKER_PLAYER_STATE_FOLDED|POKER_PLAYER_STATE_OUT)) {
continue;
}
participants[countPlayers] = pot->players[i];
pokerWinnerGetForPlayer(poker, player, winners + countPlayers++);
}
// Compare participating players
for(i = 0; i < countPlayers; i++) {
left = winners + i;
isWinner = true;
highNumber = 0xFF;
for(j = 0; j < countPlayers; j++) {
if(i == j) continue;
right = winners + j;
// Am I the better hand / Is it the better hand?
if(left->type < right->type) continue;
if(left->type > right->type) {
isWinner = false;
break;
}
// Equal, compare hands.
card = pokerWinnerCompare(left, right);
if(card == 0xFF) {
isWinner = false;
break;
}
// Determine high card.
number = cardGetNumber(card);
if(highNumber == 0xFF || number == CARD_ACE || number > highNumber) {
highCard = card;
highNumber = number;
}
}
if(!isWinner) continue;
left->kicker = highCard;
winnerPlayers[countWinners++] = participants[i];
}
*participantCount = countPlayers;
*winnerCount = countWinners;
}
float pokerWinnerGetTypeConfidence(uint8_t type) {
switch(type) {
case POKER_WINNING_TYPE_ROYAL_FLUSH:
return POKER_WINNING_CONFIDENCE_ROYAL_FLUSH;
case POKER_WINNING_TYPE_STRAIGHT_FLUSH:
return POKER_WINNING_CONFIDENCE_STRAIGHT_FLUSH;
case POKER_WINNING_TYPE_FOUR_OF_A_KIND:
return POKER_WINNING_CONFIDENCE_FOUR_OF_A_KIND;
case POKER_WINNING_TYPE_FULL_HOUSE:
return POKER_WINNING_CONFIDENCE_FULL_HOUSE;
case POKER_WINNING_TYPE_FLUSH:
return POKER_WINNING_CONFIDENCE_FLUSH;
case POKER_WINNING_TYPE_STRAIGHT:
return POKER_WINNING_CONFIDENCE_STRAIGHT;
case POKER_WINNING_TYPE_THREE_OF_A_KIND:
return POKER_WINNING_CONFIDENCE_THREE_OF_A_KIND;
case POKER_WINNING_TYPE_TWO_PAIR:
return POKER_WINNING_CONFIDENCE_TWO_PAIR;
case POKER_WINNING_TYPE_PAIR:
return POKER_WINNING_CONFIDENCE_PAIR;
default:
return POKER_WINNING_CONFIDENCE_HIGH_CARD;
}
}

76
src/dawn/poker/winner.h Normal file
View File

@ -0,0 +1,76 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "card.h"
#include "common.h"
#include "player.h"
/**
* Fills the remaining cards for a given poker player winning hand. Essentially
* this will just take the highest cards and slot them into the array. This also
* sorts the cards.
*
* @param winning Pointer to the poker winning to fill out.
*/
void pokerWinnerFillRemaining(pokerplayerwinning_t *winning);
/**
* Calculates and returns the winning state for a given player
*
* @param poker Poker game instance.
* @param player Player to get the state for.
* @param winning Output winning state struct to push data in to.
*/
void pokerWinnerGetForPlayer(
poker_t *poker, pokerplayer_t *player, pokerplayerwinning_t *winning
);
/**
* Compares two winning sets. The returned card is the kicker if the LEFT side
* is the winner. If LEFT is not a winner then 0xFF will be returned.
*
* @param left Left winning set.
* @param right Right winning set.
* @return The kicker card from left's hand or 0xFF if left is not the winner.
*/
card_t pokerWinnerCompare(
pokerplayerwinning_t *left, pokerplayerwinning_t *right
);
/**
* Determines the winning player for the given pot. The pot has participating
* players, and from those participating players some will be winners. The
* participants are only the players within the pot who haven't folded or out.
*
* @param poker Poker game instance.
* @param pot Pot to get the winners for.
* @param winners Array to store the winner state in.
* @param winnerPlayers Array to store player indexes of each of the winners.
* @param winnerCount Pointer to store the count of winners in.
* @param participants Array to store player indexes of players who participate.
* @param participantCount Pointer to store the count of participants in.
*/
void pokerWinnerDetermineForPot(
poker_t *poker,
pokerpot_t *pot,
pokerplayerwinning_t winners[POKER_PLAYER_COUNT_MAX],
uint8_t winnerPlayers[POKER_PLAYER_COUNT_MAX],
uint8_t *winnerCount,
uint8_t participants[POKER_PLAYER_COUNT_MAX],
uint8_t *participantCount
);
/**
* Get the confidence of the bet for a given winning type.
*
* @param type Winning type type.
* @return The confidence.
*/
float pokerWinnerGetTypeConfidence(uint8_t type);

72
src/dawn/save/save.c Normal file
View File

@ -0,0 +1,72 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "save.h"
void saveManagerInit(savemanager_t *man) {
man->count = 0;
}
savevalue_t * saveManagerAddOrGet(savemanager_t *man, char *key) {
uint8_t i, j;
j = saveManagerGetKey(man, key);
if(j != 0xFF) return man->values + j;
// Find empty key
for(i = 0; i < man->count; i++) {
if(man->keys[i] != NULL) continue;
man->keys[i] = key;
return man->values + i;
}
// No empty key
man->keys[man->count] = key;
return man->values + man->count++;
}
uint8_t saveManagerGetKey(savemanager_t *man, char *key) {
uint8_t i;
for(i = 0; i < man->count; i++) {
if(strcmp(man->keys + i, key) == 0) return i;
}
return 0xFF;
}
void saveManagerRemove(savemanager_t *man, char *key) {
uint8_t i;
i = saveManagerGetKey(man, key);
if(i == 0xFF) return;
man->keys[i] = NULL;
}
// Setters
savevalue_t * saveManagerSetBool(savemanager_t *man, char *key, bool val) {
savevalue_t * v = saveManagerAddOrGet(man, key);
v->b = val;
return v;
}
savevalue_t * saveManagerSetUint8(savemanager_t *man, char *key, uint8_t val) {
savevalue_t * v = saveManagerAddOrGet(man, key);
v->u8 = val;
return v;
}
// Getters
bool saveManagerGetBool(savemanager_t *man, char *key) {
return saveManagerAddOrGet(man, key)->b;
}
uint8_t saveManagerGetUint8(savemanager_t *man, char *key) {
return saveManagerAddOrGet(man, key)->u8;
}

41
src/dawn/save/save.h Normal file
View File

@ -0,0 +1,41 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../util/array.h"
#define SAVE_VALUES_MAX 200
typedef union {
// char *s;
bool b;
uint8_t u8;
int8_t i8;
int16_t i16;
int32_t i32;
} savevalue_t;
typedef struct {
char *keys[SAVE_VALUES_MAX];
savevalue_t values[SAVE_VALUES_MAX];
uint8_t count;
} savemanager_t;
void saveManagerInit(savemanager_t *man);
savevalue_t * saveManagerAddOrGet(savemanager_t *man, char *key);
uint8_t saveManagerGetKey(savemanager_t *man, char *key);
void saveManagerRemove(savemanager_t *man, char *key);
savevalue_t * saveManagerSetBool(savemanager_t *man, char *key, bool val);
savevalue_t * saveManagerSetUint8(savemanager_t *man, char *key, uint8_t val);
bool saveManagerGetBool(savemanager_t *man, char *key);
uint8_t saveManagerGetUint8(savemanager_t *man, char *key);

Some files were not shown because too many files have changed in this diff Show More