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authorAndrew Opalach <andrew@akon.city> 2019-12-31 00:26:31 -0500
committerAndrew Opalach <andrew@akon.city> 2019-12-31 00:26:31 -0500
commit50cd4a39b2f12000190b6c99fd1ad3185ea410bc (patch)
tree90ae6e376e1a074b1108a1f1c3fdef8d8c2f8e7a /frontends/gl/2
parentbfbe2af72df09c35c936241a5cdd76c3a63c3947 (diff)
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optimize rendering
Diffstat (limited to 'frontends/gl/2')
-rw-r--r--frontends/gl/2349
1 files changed, 349 insertions, 0 deletions
diff --git a/frontends/gl/2 b/frontends/gl/2
new file mode 100644
index 0000000..af23c35
--- /dev/null
+++ b/frontends/gl/2
@@ -0,0 +1,349 @@
+#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);
+}