Refactor to seperate shapes and physics
This commit is contained in:
147
main.c
147
main.c
@@ -5,12 +5,62 @@
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#include <stdio.h>
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#include <sys/select.h>
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#define SHIP 0
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#define FIRE 1
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#define LIN_PWR 0.0001
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#define ROT_PWR 0.001
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#define ROT_PWR 0.002
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#define MAX_SHAPES 8U
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#define MAX_ENTITIES 8U
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#define MAX(a, b) ((a) < (b) ? (b) : (a))
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#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
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typedef struct {
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bool visible;
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int entity;
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unsigned vert_count;
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vec2_t verts[MAX_VERTS];
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} shape_t;
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typedef struct {
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vec2_t pos;
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vec2_t vel;
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mat2_t dir;
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float omg;
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} entity_t;
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static shape_t shapes[MAX_SHAPES] = {
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{
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.visible = true,
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.entity = SHIP,
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.vert_count = 4,
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.verts = {
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{ 0.0, 0.08 },
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{ 0.05, -0.1 },
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{ 0.0, -0.07 },
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{ -0.05, -0.1 },
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},
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},
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{
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.visible = false,
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.entity = SHIP,
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.vert_count = 3,
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.verts = {
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{ 0.015, -0.1 },
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{ -0.015, -0.1 },
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{ 0.0, -0.15 },
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},
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},
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};
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static entity_t entities[MAX_ENTITIES] = {
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{ .dir = { { 1, 0 }, { 0, 1 } } },
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};
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static unsigned shape_count = 2;
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static unsigned entity_count = 1;
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static float aspect;
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static bool quit = false;
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@@ -19,27 +69,6 @@ static struct {
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int fwd;
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} input;
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static struct {
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vec2_t pos;
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vec2_t vel;
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mat2_t dir;
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float omg;
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} state;
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static const vec2_t ship[] = {
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{ 0.0, 0.08 },
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{ 0.05, -0.1 },
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{ 0.0, -0.07 },
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{ -0.05, -0.1 },
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};
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static const vec2_t fire[] = {
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{ 0.015, -0.1 },
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{ -0.015, -0.1 },
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{ 0.0, -0.15 },
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};
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static const vec2_t thrust = { 0, LIN_PWR };
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static void key_press_callback(int key)
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{
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switch (key) {
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@@ -86,27 +115,58 @@ static void key_release_callback(int key)
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}
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}
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static mat3_t update()
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static mat3_t entity_transform(unsigned id)
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{
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state.omg += ROT_PWR * (float)input.rot;
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state.dir = mat2_mul_mat2(mat2_rotation(state.omg), state.dir);
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const entity_t *e = entities + id;
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return mat3_mul_mat3(mat3_translation(e->pos), mat2_extend(e->dir));
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}
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const vec2_t acc
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= mat2_mul_vec2(state.dir, vec2_scale(thrust, (float)input.fwd));
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state.vel = vec2_add(state.vel, acc);
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state.pos = vec2_add(state.pos, state.vel);
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static void ship_update()
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{
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entity_t *ship = entities + SHIP;
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if (state.pos.y > 1)
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state.pos.y -= 2;
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else if (state.pos.y < -1)
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state.pos.y += 2;
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if (state.pos.x > aspect)
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state.pos.x -= 2 * aspect;
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else if (state.pos.x < -aspect)
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state.pos.x += 2 * aspect;
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ship->omg += ROT_PWR * (float)input.rot;
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return mat3_mul_mat3(
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mat3_translation(state.pos), mat2_extend(state.dir));
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const vec2_t thrust = { 0, (float)input.fwd * LIN_PWR };
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const vec2_t acc = mat2_mul_vec2(ship->dir, thrust);
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ship->vel = vec2_add(ship->vel, acc);
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shapes[FIRE].visible = input.fwd != 0;
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}
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static void update()
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{
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ship_update();
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for (unsigned i = 0; i < entity_count; ++i) {
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entity_t *e = entities + i;
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e->dir = mat2_mul_mat2(mat2_rotation(e->omg), e->dir);
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e->pos = vec2_add(e->pos, e->vel);
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if (e->pos.y > 1)
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e->pos.y -= 2;
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else if (e->pos.y < -1)
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e->pos.y += 2;
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if (e->pos.x > aspect)
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e->pos.x -= 2 * aspect;
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else if (e->pos.x < -aspect)
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e->pos.x += 2 * aspect;
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}
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}
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static void draw()
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{
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static mat3_t transforms[MAX_ENTITIES];
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for (unsigned i = 0; i < entity_count; ++i)
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transforms[i] = entity_transform(i);
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for (unsigned i = 0; i < shape_count; ++i) {
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if (!shapes[i].visible)
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continue;
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const mat3_t transform = transforms[shapes[i].entity];
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renderer_draw(shapes[i].verts, shapes[i].vert_count, transform);
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}
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}
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int main()
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@@ -121,8 +181,6 @@ int main()
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renderer_clear();
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renderer_swap();
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state.dir = (mat2_t) { { 1, 0 }, { 0, 1 } };
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const int max_fd = MAX(input_fd, drm_fd);
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fd_set set;
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@@ -139,12 +197,11 @@ int main()
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if (FD_ISSET(drm_fd, &set)) {
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renderer_handle();
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const mat3_t m = update();
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update();
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renderer_clear();
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renderer_draw(ship, NELEMS(ship), m);
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if (input.fwd != 0)
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renderer_draw(fire, NELEMS(fire), m);
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draw();
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renderer_swap();
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}
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}
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