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authorAndrew Opalach <andrew@akon.city> 2019-12-31 10:39:43 -0500
committerAndrew Opalach <andrew@akon.city> 2019-12-31 10:39:43 -0500
commit1d3d5cbc1029d8f484b67a59c38b811a6abc9de1 (patch)
treee30fab4c0d1e94c3c88d0a79ca4de13b6fa26d95 /frontends/gl/2
parent50cd4a39b2f12000190b6c99fd1ad3185ea410bc (diff)
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cleanup
Diffstat (limited to 'frontends/gl/2')
-rw-r--r--frontends/gl/2349
1 files changed, 0 insertions, 349 deletions
diff --git a/frontends/gl/2 b/frontends/gl/2
deleted file mode 100644
index af23c35..0000000
--- a/frontends/gl/2
+++ /dev/null
@@ -1,349 +0,0 @@
-#include <glad/glad.h>
-#include <stdio.h>
-
-#include "ui.h"
-#include "drawable.h"
-
-#define RES_SCALE 1.2
-
-void reset_current(cetris_ui *ui) {
- for (int i = 0; i < 4; i++) {
- new_rectangle(&ui->board.current[i]);
- new_rectangle(&ui->board.ghost[i]);
- }
-}
-
-void refresh_current(cetris_ui *ui) {
- for (int i = 0; i < 4; i++) {
- ui->board.current[i].visable = false;
- ui->board.ghost[i].visable = false;
- }
-}
-
-void load_tetris_board(cetris_ui *ui, tetris_board_t *board, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
- board->block_width = w / (GLfloat)board->game.config.board_x;
- board->block_height = h / board->game.config.board_visible;
-
- board->x_offset = x;
- board->y_offset = y;
- board->block_offset = (board->game.config.board_y - board->game.config.board_visible);
-
- board->board_count = 0;
- board->board = malloc(sizeof(drawable_t) * 100);
- memset(board->board, 0, sizeof(drawable_t) * 100);
-
- board->update_current = false;
- board->lock_current = false;
- board->refresh_board_current = false;
-
- memset(&ui->board.current, 0, sizeof(drawable_t) * 4);
- memset(&ui->board.ghost, 0, sizeof(drawable_t) * 4);
-
- refresh_current(ui);
- reset_current(ui);
-
- update_rect(&board->skin.playboard, board->x_offset, board->y_offset - 10 * RES_SCALE,
- board->game.config.board_x * board->block_width,
- (board->game.config.board_visible * board->block_height) + 10 * RES_SCALE,
- ui->window_width, ui->window_height);
-
- update_rect(&board->skin.border, board->x_offset - (110 * RES_SCALE),
- board->y_offset - (45 * RES_SCALE), 380 * RES_SCALE, 600 * RES_SCALE,
- ui->window_width, ui->window_height);
-}
-
-void load_held_piece(cetris_ui *ui, tetris_board_t *board, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
- board->held.block_width = w / 4.0f;
- board->held.block_height = h / 4.0f;
-
- board->held.x_offset = x;
- board->held.y_offset = y;
-}
-
-void load_piece_queue(cetris_ui *ui, tetris_board_t *board, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
- board->queue.block_width = w / 4.0f;
- board->queue.block_height = w / 4.0f;
-
- board->queue.h = h;
- board->queue.w = w;
-
- board->queue.x_offset = x;
- board->queue.y_offset = y;
-}
-
-// TODO: make this better
-void update_current_drawable(cetris_ui *ui, drawable_t *current, drawable_t* ghost) {
- refresh_current(ui);
- int cur_piece = -1;
- for (int s = 0; s < 4; s++) {
- for (int j = 0; j < 4; j++) {
- if ((ui->board.game.current.m[s]>>(3 - j))&1) {
- cur_piece++;
-
- GLfloat block_x =
- ui->board.x_offset +
- (j + ui->board.game.current.pos.x) * ui->board.block_width;
-
- if (ghost) {
- GLfloat ghost_y =
- ui->board.y_offset +
- (s + ui->board.game.current.ghost_y - ui->board.block_offset)
- * ui->board.block_height;
-
- ghost[cur_piece].visable = true;
- set_block_texture(&ghost[cur_piece], ui->board.game.current.t + 7);
- update_rect(&ghost[cur_piece], block_x, ghost_y,
- ui->board.block_width, ui->board.block_height,
- ui->window_width, ui->window_height);
- }
-
- if (s + ui->board.game.current.pos.y < ui->board.block_offset - 1) continue;
-
- GLfloat block_y =
- ui->board.y_offset +
- (s + ui->board.game.current.pos.y - ui->board.block_offset)
- * ui->board.block_height;
-
- current[cur_piece].visable = true;
- set_block_texture(&current[cur_piece], ui->board.game.current.t);
- update_rect(&current[cur_piece], block_x, block_y,
- ui->board.block_width, ui->board.block_height,
- ui->window_width, ui->window_height);
-
- }
- }
- }
-}
-
-void lock_current_drawable(cetris_ui *ui) {
- for (int i = 0; i < 4; i++) {
- new_rectangle(&ui->board.board[ui->board.board_count + i]);
- }
-
- int current = 0;
- for (int s = 0; s < 4; s++) {
- for (int j = 0; j < 4; j++) {
- if ((ui->board.game.lock_event.m[s]>>(3 - j))&1) {
- GLfloat block_x =
- ui->board.x_offset +
- (j + ui->board.game.lock_event.pos.x) * ui->board.block_width;
-
- GLfloat block_y =
- ui->board.y_offset +
- (s + ui->board.game.lock_event.pos.y - ui->board.block_offset)
- * ui->board.block_height;
-
- set_block_texture(&ui->board.board[ui->board.board_count + current], ui->board.game.lock_event.t);
- update_rect(&ui->board.board[ui->board.board_count + current], block_x, block_y,
- ui->board.block_width, ui->board.block_height,
- ui->window_width, ui->window_height);
-
- // TODO: fix this
- ui->board.board[ui->board.board_count + current].y = ui->board.game.lock_event.pos.y + s;
-
- ui->board.board_count++;
- }
- }
- }
-
- ui->board.game.lock_event.processed = true;
-}
-
-void refresh_board(cetris_ui *ui) {
- ui->board.board_count = 0;
- for (int s = 0; s < ui->board.game.config.board_x; s++) {
- for (int j = 0; j < ui->board.game.config.board_y; j++) {
- if (ui->board.game.board[s][y] & SLOT_OCCUPIED) {
- GLfloat block_x =
- ui->board.x_offset +
- (j + ui->board.game.lock_event.pos.x) * ui->board.block_width;
-
- GLfloat block_y =
- ui->board.y_offset +
- (s + ui->board.game.lock_event.pos.y - ui->board.block_offset)
- * ui->board.block_height;
-
- set_block_texture(&ui->board.board[ui->board.board_count], ui->board.game.lock_event.t);
- update_rect(&ui->board.board[ui->board.board_count++], block_x, block_y,
- ui->board.block_width, ui->board.block_height,
- ui->window_width, ui->window_height);
- }
- }
- }
-}
-
-void draw_tetris_board(cetris_ui *ui) {
- if (ui->board.update_current) {
- update_current_drawable(ui, &ui->board.current[0], &ui->board.ghost[0]);
- ui->board.update_current = false;
- }
-
- if (ui->board.lock_current) {
- lock_current_drawable(ui);
- ui->board.lock_current = false;
- }
-
- if (ui->board.refresh_board) {
- refresh_board(ui);
- ui->board.refresh_board = false;
- }
-
- if (ui->board.game.line_event_count > 0) {
- for (int i = 0; i < ui->board.board_count; i++) {
- for (int j = 0; j < ui->board.game.line_event_count; j++) {
- if (ui->board.board[i].y == ui->board.game.line_event[j].y) {
- for (int s = i; s < ui->board.board_count; s++) {
- ui->board.board[s] = ui->board.board[s + 1];
- }
- }
- }
- }
- ui->board.game.line_event_count = 0;
- }
-
- glActiveTexture(GL_TEXTURE0);
-
- glBindTexture(GL_TEXTURE_2D, ui->board.skin.background.texture);
- glBindVertexArray(ui->board.skin.background.vao);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glBindTexture(GL_TEXTURE_2D, ui->board.skin.playboard.texture);
- glBindVertexArray(ui->board.skin.playboard.vao);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glBindTexture(GL_TEXTURE_2D, ui->board.skin.overlay.texture);
- glBindVertexArray(ui->board.skin.overlay.vao);
-
- for (int y = 0; y < ui->board.game.config.board_visible + 1; y++) {
- GLfloat height = ui->board.block_height;
- GLfloat y_pos = (ui->board.y_offset - ui->board.block_height) + (y * ui->board.block_height);
- if (y == 0) {
- ui->board.skin.overlay.vertices[4] = ui->board.skin.overlay.vertices[9] = 0.6f;
- height = 10 * RES_SCALE;
- y_pos += 15 * RES_SCALE;
- }
- set_shine(&ui->board.skin.overlay, ui->board.skin.overlay_shine);
- update_rect(&ui->board.skin.overlay, ui->board.x_offset,
- y_pos, ui->board.block_width * ui->board.game.config.board_x,
- height, ui->window_width,
- ui->window_height);
- if (ui->board.skin.overlay_shine > 0)
- ui->board.skin.overlay_shine -= 0.00025f;
- if (y == 0)
- ui->board.skin.overlay.vertices[4] = ui->board.skin.overlay.vertices[9] = 0.0f;
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- }
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glBindTexture(GL_TEXTURE_2D, ui->board.skin.block.texture);
- for (int i = 0; i < ui->board.board_count; i++) {
- glBindVertexArray(ui->board.board[i].vao);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- }
-
- for (int i = 0; i < 4; i++) {
- if (ui->board.current[i].visable) {
- glBindVertexArray(ui->board.current[i].vao);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- }
- if (ui->board.ghost[i].visable) {
- glBindVertexArray(ui->board.ghost[i].vao);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- }
- }
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glBindTexture(GL_TEXTURE_2D, ui->board.skin.border.texture);
- glBindVertexArray(ui->board.skin.border.vao);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-void draw_held_piece(cetris_ui *ui) {
- if (!ui->board.game.piece_held) return;
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindTexture(GL_TEXTURE_2D, ui->board.skin.block.texture);
- glBindVertexArray(ui->board.skin.block.vao);
-
- for (int s = 0; s < 4; s++) {
- for (int j = 0; j < 4; j++) {
- if ((ui->board.game.held.m[s]>>(3 - j))&1) {
- GLfloat block_x =
- ui->board.held.x_offset + (j * ui->board.held.block_width);
- GLfloat block_y =
- ui->board.held.y_offset + (s * ui->board.held.block_height);
-
- if (ui->board.game.held.t == MINO_O) {
- block_x -= ui->board.held.block_width / 1.5f;
- }
- if (ui->board.game.held.t == MINO_I) {
- block_x -= ui->board.held.block_width / 1.5f;
- }
-
- set_block_texture(&ui->board.skin.block, ui->board.game.held.t);
- update_rect(&ui->board.skin.block, block_x, block_y,
- ui->board.held.block_width, ui->board.held.block_height,
- ui->window_width, ui->window_height);
-
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- }
- }
- }
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-
-void draw_piece_queue(cetris_ui *ui) {
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindTexture(GL_TEXTURE_2D, ui->board.skin.block.texture);
- glBindVertexArray(ui->board.skin.block.vao);
-
- for (int i = 0; i < 5; i++) {
- int index = (ui->board.game.current_index + i);
- int mino;
-
- if (index <= 6) {
- mino = ui->board.game.piece_queue[index];
- } else {
- index = index % 7;
- mino = ui->board.game.next_queue[index];
- }
-
- for (int s = 0; s < 4; s++) {
- for (int j = 0; j < 4; j++) {
-
- if ((default_matrices[mino][s]>>(3 - j))&1) {
- GLfloat block_x =
- ui->board.queue.x_offset + (j * ui->board.queue.block_width);
- GLfloat block_y =
- ui->board.queue.y_offset + (ui->board.queue.h * (i / 5.0)) + (s * ui->board.queue.block_height);
-
- if (ui->board.game.held.t == MINO_O) {
- block_x -= ui->board.queue.block_width / 1.5f;
- }
- if (ui->board.game.held.t == MINO_I) {
- block_x -= ui->board.queue.block_width / 1.5f;
- }
-
- set_block_texture(&ui->board.skin.block, mino);
- update_rect(&ui->board.skin.block, block_x, block_y,
- ui->board.queue.block_width, ui->board.queue.block_height,
- ui->window_width, ui->window_height);
-
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- }
- }
- }
- }
- glBindTexture(GL_TEXTURE_2D, 0);
-}