Browse Source

Hexagon and corner rendering and logic

Kajetan Johannes Hammerle 1 year ago
parent
commit
87e513bf40
5 changed files with 249 additions and 2 deletions
  1. 227 0
      Main.cpp
  2. 1 1
      meson.build
  3. 9 0
      resources/fragment.fs
  4. 11 0
      resources/vertex.vs
  5. 1 1
      subprojects/gaming-core

+ 227 - 0
Main.cpp

@@ -1,11 +1,230 @@
+#include <cmath>
 #include <cstdio>
 
+#include "data/Array.h"
+#include "data/ArrayList.h"
+#include "math/Vector.h"
+#include "rendering/Shader.h"
+#include "rendering/VertexBuffer.h"
 #include "rendering/Window.h"
+#include "utils/Color.h"
+#include "utils/Logger.h"
+#include "utils/Random.h"
+
+static Shader shader;
+static Buffer buffer;
+static VertexBuffer vertexBuffer;
+
+enum class Resource { NOTHING, CLAY, ORE, WHEAT, SHEEP, WOOD };
+static const Color4 RESOURCE_COLOR[] = {
+    Color4(160, 120, 0, 255),   Color4(220, 96, 0, 255),
+    Color4(128, 128, 128, 255), Color4(255, 200, 0, 255),
+    Color4(40, 200, 40, 255),   Color4(0, 120, 0, 255)};
+
+static const Vector2 MIN_BORDER(-0.9f, -0.9f);
+static const Vector2 MAX_BORDER(0.9f, 0.9f);
+static const Vector2 AREA = MAX_BORDER - MIN_BORDER;
+static const float RADIUS =
+    AREA[0] / (5.0f * 2.0f * cosf(30.0f * static_cast<float>(M_PI) / 180.0f));
+static const float LINE_LENGTH =
+    RADIUS * sinf(30.0f * static_cast<float>(M_PI) / 180.0f) * 2.0f;
+static const float WIDTH = AREA[0] / 5.0f;
+
+static void addTriangle(const Vector2 a, const Vector2 b, const Vector2 c,
+                        const Color4& color) {
+    buffer.add(a).add(color);
+    buffer.add(b).add(color);
+    buffer.add(c).add(color);
+}
+
+static void addSquare(const Vector2 mid, float size, const Color4& color) {
+    size *= 0.5f;
+    Vector2 a = mid + Vector2(-size, size);
+    Vector2 b = mid + Vector2(size, size);
+    Vector2 c = mid + Vector2(-size, -size);
+    Vector2 d = mid + Vector2(size, -size);
+    addTriangle(a, b, c, color);
+    addTriangle(b, d, c, color);
+}
+
+struct Hexagon {
+    Resource resource = Resource::NOTHING;
+    Vector2 mid;
+    Array<int, 6> corners;
+
+    Hexagon() : corners(-1) {
+    }
+
+    void addToBuffer() const {
+        Color4 color = RESOURCE_COLOR[static_cast<int>(resource)];
+        float angle = 2.0f * static_cast<float>(M_PI) / 6.0f;
+        for(int i = 0; i < 6; i++) {
+            Vector2 a(sinf(angle * static_cast<float>(i)) * RADIUS,
+                      cosf(angle * static_cast<float>(i)) * RADIUS);
+            Vector2 b(sinf(angle * static_cast<float>(i + 1)) * RADIUS,
+                      cosf(angle * static_cast<float>(i + 1)) * RADIUS);
+            addTriangle(a + mid, b + mid, mid, color);
+        }
+    }
+
+    Vector2 getTopCorner() {
+        return mid + Vector2(0.0f, RADIUS);
+    }
+
+    Vector2 getBottomCorner() {
+        return mid - Vector2(0.0f, RADIUS);
+    }
+
+    Vector2 getLeftTopCorner() {
+        return mid - Vector2(WIDTH, -LINE_LENGTH) * 0.5f;
+    }
+
+    Vector2 getLeftBottomCorner() {
+        return mid - Vector2(WIDTH, LINE_LENGTH) * 0.5f;
+    }
+
+    Vector2 getRightTopCorner() {
+        return mid + Vector2(WIDTH, LINE_LENGTH) * 0.5f;
+    }
+
+    Vector2 getRightBottomCorner() {
+        return mid + Vector2(WIDTH, -LINE_LENGTH) * 0.5f;
+    }
+};
+
+static Array<Hexagon, 19> hexagons;
+
+struct Corner {
+    int player = 0;
+    Vector2 mid;
+    ArrayList<int, 3> hexagons;
+
+    void addToBuffer() const {
+        addSquare(mid, 0.05f, Color4(255, 255, 255, 255));
+    }
+};
+
+static Array<Corner, 54> corners;
+
+static void initResources() {
+    for(int i = 0; i < 4; i++) {
+        hexagons[i].resource = Resource::WHEAT;
+        hexagons[i + 4].resource = Resource::WOOD;
+        hexagons[i + 8].resource = Resource::SHEEP;
+    }
+    for(int i = 0; i < 3; i++) {
+        hexagons[i + 12].resource = Resource::ORE;
+        hexagons[i + 15].resource = Resource::CLAY;
+    }
+    hexagons[18].resource = Resource::NOTHING;
+
+    Random r(0);
+    for(int i = 0; i < hexagons.getLength(); i++) {
+        std::swap(hexagons[i], hexagons[r.next(i, hexagons.getLength() - 1)]);
+    }
+}
+
+static void initHexagonMid() {
+    Vector2 mid = MIN_BORDER + AREA * 0.5f;
+    for(int i = 0; i < 3; i++) {
+        hexagons[i].mid = mid - Vector2(WIDTH * static_cast<float>(i - 1),
+                                        -RADIUS * 2.0f - LINE_LENGTH);
+        hexagons[i + 16].mid = mid - Vector2(WIDTH * static_cast<float>(i - 1),
+                                             RADIUS * 2.0f + LINE_LENGTH);
+    }
+    for(int i = 3; i < 7; i++) {
+        hexagons[i].mid = mid - Vector2(WIDTH * (static_cast<float>(i) - 4.5f),
+                                        -RADIUS - LINE_LENGTH * 0.5f);
+        hexagons[i + 9].mid =
+            mid - Vector2(WIDTH * (static_cast<float>(i) - 4.5f),
+                          RADIUS + LINE_LENGTH * 0.5f);
+    }
+    for(int i = 7; i < 12; i++) {
+        hexagons[i].mid =
+            mid - Vector2(WIDTH * static_cast<float>(i - 9), 0.0f);
+    }
+}
+
+static void initCornerMid() {
+    for(int i = 0; i < hexagons.getLength(); i++) {
+        corners[i].mid = hexagons[i].getLeftTopCorner();
+        corners[i + 19].mid = hexagons[i].getLeftBottomCorner();
+    }
+    corners[38].mid = hexagons[0].getTopCorner();
+    corners[39].mid = hexagons[1].getTopCorner();
+    corners[40].mid = hexagons[2].getTopCorner();
+    corners[41].mid = hexagons[16].getBottomCorner();
+    corners[42].mid = hexagons[17].getBottomCorner();
+    corners[43].mid = hexagons[18].getBottomCorner();
+    corners[44].mid = hexagons[0].getRightTopCorner();
+    corners[45].mid = hexagons[0].getRightBottomCorner();
+    corners[46].mid = hexagons[3].getRightTopCorner();
+    corners[47].mid = hexagons[3].getRightBottomCorner();
+    corners[48].mid = hexagons[7].getRightTopCorner();
+    corners[49].mid = hexagons[7].getRightBottomCorner();
+    corners[50].mid = hexagons[12].getRightTopCorner();
+    corners[51].mid = hexagons[12].getRightBottomCorner();
+    corners[52].mid = hexagons[16].getRightTopCorner();
+    corners[53].mid = hexagons[16].getRightBottomCorner();
+}
+
+static int findCorner(const Vector2& mid) {
+    for(int i = 0; i < corners.getLength(); i++) {
+        if((mid - corners[i].mid).squareLength() < 0.00001f) {
+            return i;
+        }
+    }
+    return -1;
+}
+
+static void initHexagonCorners() {
+    for(Hexagon& h : hexagons) {
+        h.corners[0] = findCorner(h.getTopCorner());
+        h.corners[1] = findCorner(h.getBottomCorner());
+        h.corners[2] = findCorner(h.getLeftTopCorner());
+        h.corners[3] = findCorner(h.getLeftBottomCorner());
+        h.corners[4] = findCorner(h.getRightTopCorner());
+        h.corners[5] = findCorner(h.getRightBottomCorner());
+    }
+    for(int i = 0; i < hexagons.getLength(); i++) {
+        for(int c = 0; c < hexagons[c].corners.getLength(); c++) {
+            if(hexagons[i].corners[c] == -1) {
+                LOG_WARNING("Could not find a hexagon corner");
+            } else {
+                if(corners[hexagons[i].corners[c]].hexagons.add(i)) {
+                    LOG_WARNING("Corner hexagon overflow");
+                }
+            }
+        }
+    }
+}
+
+static void init() {
+    initResources();
+    initHexagonMid();
+    initCornerMid();
+    initHexagonCorners();
+}
+
+static void buildBuffer() {
+    buffer.clear();
+    for(const Hexagon& h : hexagons) {
+        h.addToBuffer();
+    }
+    for(const Corner& c : corners) {
+        c.addToBuffer();
+    }
+    vertexBuffer.setData(buffer, GL::BufferUsage::STATIC);
+}
 
 static void tick() {
 }
 
 static void render(float lag) {
+    GL::setViewport(Window::getSize()[0], Window::getSize()[1]);
+    shader.use();
+    vertexBuffer.draw(vertexBuffer.getSize() /
+                      static_cast<int>(sizeof(Vector2) + sizeof(Color4)));
     (void)lag;
 }
 
@@ -20,6 +239,14 @@ int main() {
         e.message.printLine();
         return 0;
     }
+    e = shader.compile("resources/vertex.vs", "resources/fragment.fs");
+    if(e.has()) {
+        e.message.printLine();
+        return 0;
+    }
+    vertexBuffer.init(VertexBuffer::Attributes().addFloat(2).addColor4());
+    init();
+    buildBuffer();
     Window::show();
     Window::run<shouldRun, tick, render>(10'000'000);
     return 0;

+ 1 - 1
meson.build

@@ -28,4 +28,4 @@ libgamingcore_dep = libgamingcore_proj.get_variable('gamingcore_dep')
 executable('catan_simulator', 
     sources: src,
     dependencies : libgamingcore_dep,
-    cpp_args: args)
+    cpp_args: args + ['-DLOG_LEVEL=4'])

+ 9 - 0
resources/fragment.fs

@@ -0,0 +1,9 @@
+#version 460
+
+in vec4 varColor;
+
+out vec4 color;
+
+void main(void) {
+    color = varColor;
+}

+ 11 - 0
resources/vertex.vs

@@ -0,0 +1,11 @@
+#version 460
+
+layout (location = 0) in vec2 pos;
+layout (location = 1) in vec4 color;
+
+out vec4 varColor;
+
+void main(void) {
+    gl_Position = vec4(pos, 0.0, 1.0);
+    varColor = color;
+}

+ 1 - 1
subprojects/gaming-core

@@ -1 +1 @@
-Subproject commit c291161c03a1022a65e5a73f37d71186f801c71c
+Subproject commit fb5fe257a2c64f5bd3faa2c8777413bd58e276b2