Files
cudoku/cudoku.c
T
2023-09-13 01:06:19 +02:00

263 lines
7.3 KiB
C

#include <stdio.h>
#include <stdbool.h>
#include <stdlib.h>
#include <math.h>
#include <glad/gl.h>
#include "3rdparty/stb/stb_image.h"
#include "cudoku.h"
#include "font.h"
#include "shader.h"
static const float quad_vertices[] = {
// positions // texture coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
1.0f, -1.0f, 0.0f, 1.0f, 0.0f // bottom right
};
static const int quad_indices[] = {
0, 1, 2,
1, 2, 3
};
void set_scale_factor(int width, int height, float *x, float *y) {
if (width > height) {
float ratio = (float)height / (float)width;
*x = ratio;
*y = 1.f;
} else {
float ratio = (float)width / (float)height;
*x = 1.f;
*y = ratio;
}
}
unsigned int prepare_bg(bool use_texture, unsigned int *texture) {
unsigned int vbo, vao, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
if (use_texture) {
int tex_width = 0, tex_height = 0;
unsigned char *tex_data = NULL;
glGenTextures(1, &(*texture));
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
tex_data = stbi_load("assets/sudoku-grid.png", &tex_width, &tex_height, NULL, 0);
if (tex_data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(tex_data);
} else {
printf("[ERROR] could not load texture image\n");
}
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
}
glBindVertexArray(0);
return vao;
}
void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution) {
use_shader(shader);
set_mat4f(shader, "transform", transform);
set_float(shader, "resolution", resolution);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform) {
use_shader(shader);
set_mat4f(shader, "transform", transform);
glBindVertexArray(vao);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (board[i][j] != 0) {
draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
}
}
}
glBindVertexArray(0);
}
unsigned int prepare_win_overlay() {
unsigned int vbo, vao, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glBindVertexArray(0);
return vao;
}
void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform) {
use_shader(win_shader);
set_mat4f(win_shader, "transform", transform);
set_vec4f(win_shader, "aColor", 0.0, 0.0, 0.0, 0.8);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
const char *text = "You won!";
Size text_size = calculate_text_size(text, 1.0f);
draw_text(font_shader, text, text_size, 1.5f, font_vao, font_vbo, transform);
}
void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
glGenVertexArrays(1, &(*vao));
glGenBuffers(1, &(*vbo));
glBindVertexArray(*vao);
glBindBuffer(GL_ARRAY_BUFFER, *vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6*2, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform) {
use_shader(shader);
set_mat4f(shader, "transform", transform);
set_vec4f(shader, "aColor", 0.4, 0.4, 1.0, 0.5);
glBindVertexArray(vao);
float vert = 0.11f;
// get size of a single cell in opengl coords (-1, 1)
float single_cell = (1.f/9.f) * 2;
// we minus 4 since we start at column and row 4 (0-indexed)
float offset_x = single_cell * (y - 4);
float offset_y = single_cell * (x - 4);
float vertices[6][2] = {
// top left tri
{ -vert + offset_x, -vert - offset_y },
{ -vert + offset_x, vert - offset_y },
{ vert + offset_x, vert - offset_y },
// bottom right tri
{ -vert + offset_x, -vert - offset_y },
{ vert + offset_x, vert - offset_y },
{ vert + offset_x, -vert - offset_y }
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) {
float board_x_start = (width / 2.f) - ((width * x_scale) / 2);
float board_y_start = (height / 2.f) - ((height * y_scale) / 2);
float cell_width = (width * x_scale) / 9.f;
float cell_height = (height * y_scale) / 9.f;
int cell_x = floor((x - board_x_start) / cell_width);
int cell_y = floor((y - board_y_start) / cell_height);
if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) {
game->should_draw_selection = false;
return;
}
game->should_draw_selection = true;
game->selection.x = cell_y;
game->selection.y = cell_x;
}
void set_selected_number(Cudoku *game, int number) {
if (game->should_draw_selection && !game->has_won) {
game->board[game->selection.x][game->selection.y] = number;
}
}
void move_selection(Cudoku *game, int x, int y) {
if (game->should_draw_selection && !game->has_won) {
game->selection.x += y;
game->selection.y += x;
if (game->selection.x < 0) {
game->selection.x = 0;
} else if (game->selection.x > 8) {
game->selection.x = 8;
}
if (game->selection.y < 0) {
game->selection.y = 0;
} else if (game->selection.y > 8) {
game->selection.y = 8;
}
}
}
void toggle_selection(Cudoku *game) {
if (!game->has_won)
game->should_draw_selection = !game->should_draw_selection;
}