mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
120 lines
3.5 KiB
C
120 lines
3.5 KiB
C
#include <stdio.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <glad/gl.h>
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#include "3rdparty/stb/stb_image.h"
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#include "cudoku.h"
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#include "font.h"
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#include "shader.h"
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static const float quad_vertices[] = {
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// positions // texture coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f // bottom right
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};
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static const int quad_indices[] = {
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0, 1, 2,
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1, 2, 3
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};
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void set_scale_factor(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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unsigned int prepare_bg(bool use_texture, unsigned int *texture) {
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unsigned int vbo, vao, ebo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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if (use_texture) {
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int tex_width = 0, tex_height = 0;
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unsigned char *tex_data = NULL;
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glGenTextures(1, &(*texture));
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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tex_data = stbi_load("assets/sudoku-grid.png", &tex_width, &tex_height, NULL, 0);
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if (tex_data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(tex_data);
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} else {
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printf("[ERROR] could not load texture image\n");
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}
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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}
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glBindVertexArray(0);
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return vao;
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}
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void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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set_float(shader, "resolution", resolution);
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
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void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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glBindVertexArray(vao);
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glBindTexture(GL_TEXTURE_2D, texture);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) {
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// TODO: go thru the board state and call draw_text() with the appropriate number
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// and position
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
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}
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}
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}
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void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform) {
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const char *text = "You won!";
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Size text_size = calculate_text_size(text, 1.0f);
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draw_text(shader, text, text_size, 1.0f, vao, vbo, transform);
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}
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