mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
square board and properly fit inside window
This commit is contained in:
@@ -1,3 +1,4 @@
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compile_commands.json
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compile_commands.json
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*.o
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*.o
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cudoku
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cudoku
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.cache
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@@ -3,10 +3,10 @@
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#include "shader.h"
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#include "shader.h"
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static const float quad_vertices[] = {
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static const float quad_vertices[] = {
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-0.5f, 1.0f, 0.0f, // top left
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-1.0f, 1.0f, 0.0f, // top left
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0.5f, 1.0f, 0.0f, // top right
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1.0f, 1.0f, 0.0f, // top right
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-0.5f, -1.0f, 0.0f, // bottom left
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-1.0f, -1.0f, 0.0f, // bottom left
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0.5f, -1.0f, 0.0f, // bottom right
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1.0f, -1.0f, 0.0f, // bottom right
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};
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};
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static const int quad_indices[] = {
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static const int quad_indices[] = {
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@@ -34,9 +34,18 @@ unsigned int prepare_bg_rect() {
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return vao;
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return vao;
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}
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}
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void draw_bg_rect(Shader shader, unsigned int vao) {
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void draw_bg_rect(Shader shader, unsigned int vao, float x_scale, float y_scale) {
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use_shader(shader);
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use_shader(shader);
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float mat[4][4] = {
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{x_scale, 0, 0, 0},
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{0, y_scale, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1},
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};
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set_mat4(shader, "transform", (float *)mat);
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glBindVertexArray(vao);
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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@@ -3,4 +3,4 @@
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#include "shader.h"
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#include "shader.h"
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unsigned int prepare_bg_rect(Shader shader);
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unsigned int prepare_bg_rect(Shader shader);
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void draw_bg_rect(Shader shader, unsigned int vao);
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void draw_bg_rect(Shader shader, unsigned int vao, float x_scale, float y_scale);
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@@ -1,6 +1,7 @@
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#include <stdbool.h>
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#include <stdbool.h>
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#include <glad/glx.h>
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#include <glad/glx.h>
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#include <stdio.h>
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#include "x11.h"
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#include "x11.h"
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#include "cudoku.h"
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#include "cudoku.h"
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@@ -12,6 +13,18 @@
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// Simply port the js algo for sudoku generation
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// Simply port the js algo for sudoku generation
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// Maybe after the game works fine we can use some winapi to add windows support
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// Maybe after the game works fine we can use some winapi to add windows support
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void scale_bg_rect(int width, int height, float *x, float *y) {
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if (width > height) {
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float ratio = (float)height / (float)width;
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*x = ratio;
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*y = 1.f;
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} else {
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float ratio = (float)width / (float)height;
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*x = 1.f;
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*y = ratio;
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}
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}
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Display *display;
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Display *display;
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Window window;
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Window window;
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@@ -19,7 +32,11 @@ int main() {
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int res = init_x11(&display, &window);
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int res = init_x11(&display, &window);
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if (res < 0) return 1;
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if (res < 0) return 1;
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// 900 is the initial width and height
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int width = 900, height = 900;
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int width = 900, height = 900;
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// scale factors for the entire board to nicely fit as a square inside
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// the window
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float x_scale = 1.f, y_scale = 1.f;
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Shader board_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
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Shader board_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
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unsigned int board_vao = prepare_bg_rect(board_shader);
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unsigned int board_vao = prepare_bg_rect(board_shader);
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@@ -37,18 +54,21 @@ int main() {
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width = xce.width;
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width = xce.width;
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height = xce.height;
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height = xce.height;
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resize_x11_window(display, window);
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resize_x11_window(display, window);
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scale_bg_rect(xce.width, xce.height, &x_scale, &y_scale);
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}
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}
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} else if (xev.type == KeyPress && XLookupKeysym(&xev.xkey, 0) == XK_Escape) {
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} else if (xev.type == KeyPress) {
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quit = true;
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if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || XLookupKeysym(&xev.xkey, 0) == XK_q) {
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break;
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quit = true;
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break;
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}
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}
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}
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}
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}
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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draw_bg_rect(board_shader, board_vao);
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draw_bg_rect(board_shader, board_vao, x_scale, y_scale);
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glXSwapBuffers(display, window);
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glXSwapBuffers(display, window);
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}
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}
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@@ -81,3 +81,8 @@ void use_shader(Shader shader) {
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glUseProgram(shader.program);
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glUseProgram(shader.program);
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}
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}
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void set_mat4(Shader shader, const char *name, float *mat4) {
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int loc = glGetUniformLocation(shader.program, name);
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glUniformMatrix4fv(loc, 1, GL_FALSE, mat4);
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}
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@@ -7,3 +7,4 @@ typedef struct Shader {
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void read_shader_file(const char *path, char **buf);
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void read_shader_file(const char *path, char **buf);
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Shader create_shader(const char *vertex_path, const char *fragment_path);
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Shader create_shader(const char *vertex_path, const char *fragment_path);
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void use_shader(Shader shader);
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void use_shader(Shader shader);
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void set_mat4(Shader shader, const char *name, float *mat);
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@@ -1,6 +1,8 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 0) in vec3 aPos;
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uniform mat4 transform;
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void main() {
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void main() {
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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gl_Position = transform * vec4(aPos, 1.0f);
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}
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}
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