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| author | 2019-12-31 10:39:43 -0500 | |
|---|---|---|
| committer | 2019-12-31 10:39:43 -0500 | |
| commit | 1d3d5cbc1029d8f484b67a59c38b811a6abc9de1 (patch) | |
| tree | e30fab4c0d1e94c3c88d0a79ca4de13b6fa26d95 /frontends/gl/2 | |
| parent | 50cd4a39b2f12000190b6c99fd1ad3185ea410bc (diff) | |
| download | cetris-1d3d5cbc1029d8f484b67a59c38b811a6abc9de1.tar.gz cetris-1d3d5cbc1029d8f484b67a59c38b811a6abc9de1.tar.bz2 cetris-1d3d5cbc1029d8f484b67a59c38b811a6abc9de1.zip | |
cleanup
Diffstat (limited to 'frontends/gl/2')
| -rw-r--r-- | frontends/gl/2 | 349 |
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(¤t[cur_piece], ui->board.game.current.t); - update_rect(¤t[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); -} |