#include "input.h" #include "renderer.h" #include #include #include #define SHIP 0 #define FIRE 1 #define LIN_PWR 0.0001 #define ROT_PWR 0.002 #define MAX_SHAPES 8U #define MAX_ENTITIES 8U #define MAX(a, b) ((a) < (b) ? (b) : (a)) #define NELEMS(arr) (sizeof(arr) / sizeof(arr[0])) typedef struct { bool visible; int entity; unsigned vert_count; vec2_t verts[MAX_VERTS]; } shape_t; typedef struct { vec2_t pos; vec2_t vel; mat2_t dir; float omg; } entity_t; static shape_t shapes[MAX_SHAPES] = { { .visible = true, .entity = SHIP, .vert_count = 4, .verts = { { 0.0, 0.11 }, { 0.05, -0.07 }, { 0.0, -0.04 }, { -0.05, -0.07 }, }, }, { .visible = false, .entity = SHIP, .vert_count = 3, .verts = { { 0.015, -0.07 }, { -0.015, -0.07 }, { 0.0, -0.15 }, }, }, }; static entity_t entities[MAX_ENTITIES] = { { .dir = { { 1, 0 }, { 0, 1 } } }, }; static unsigned shape_count = 2; static unsigned entity_count = 1; static float aspect; static bool quit = false; static struct { int rot; int fwd; } input; static void key_press_callback(int key) { switch (key) { case KEY_Q: quit = true; break; case KEY_UP: ++input.fwd; break; case KEY_LEFT: ++input.rot; break; case KEY_RIGHT: --input.rot; break; default: break; } } static void key_release_callback(int key) { switch (key) { case KEY_Q: quit = true; break; case KEY_UP: --input.fwd; break; case KEY_LEFT: --input.rot; break; case KEY_RIGHT: ++input.rot; break; default: break; } } static mat3_t entity_transform(unsigned id) { const entity_t *e = entities + id; return mat3_mul_mat3(mat3_translation(e->pos), mat2_extend(e->dir)); } static void ship_update() { entity_t *ship = entities + SHIP; ship->omg += ROT_PWR * (float)input.rot; const vec2_t thrust = { 0, (float)input.fwd * LIN_PWR }; const vec2_t acc = mat2_mul_vec2(ship->dir, thrust); ship->vel = vec2_add(ship->vel, acc); shapes[FIRE].visible = input.fwd != 0; } static void update() { ship_update(); for (unsigned i = 0; i < entity_count; ++i) { entity_t *e = entities + i; e->dir = mat2_mul_mat2(mat2_rotation(e->omg), e->dir); e->pos = vec2_add(e->pos, e->vel); if (e->pos.y > 1) e->pos.y -= 2; else if (e->pos.y < -1) e->pos.y += 2; if (e->pos.x > aspect) e->pos.x -= 2 * aspect; else if (e->pos.x < -aspect) e->pos.x += 2 * aspect; } } static void draw() { static mat3_t transforms[MAX_ENTITIES]; for (unsigned i = 0; i < entity_count; ++i) transforms[i] = entity_transform(i); for (unsigned i = 0; i < shape_count; ++i) { if (!shapes[i].visible) continue; const mat3_t transform = transforms[shapes[i].entity]; renderer_draw(shapes[i].verts, shapes[i].vert_count, transform); } } int main() { const int input_fd = input_init(); input_on_press(key_press_callback); input_on_release(key_release_callback); const renderer_params_t renderer_params = renderer_init(); aspect = renderer_params.aspect; const int drm_fd = renderer_params.drm_fd; renderer_clear(); renderer_swap(); const int max_fd = MAX(input_fd, drm_fd); fd_set set; while (!quit) { FD_ZERO(&set); FD_SET(input_fd, &set); FD_SET(drm_fd, &set); select(max_fd + 1, &set, nullptr, nullptr, nullptr); if (FD_ISSET(input_fd, &set)) input_handle(); if (FD_ISSET(drm_fd, &set)) { renderer_handle(); update(); renderer_clear(); draw(); renderer_swap(); } } renderer_cleanup(); input_cleanup(); return 0; }