mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
226 lines
6.2 KiB
C
226 lines
6.2 KiB
C
#include <stdio.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <math.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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glBindVertexArray(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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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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if (board[i][j] != 0) {
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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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glBindVertexArray(0);
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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, 1.5f, vao, vbo, transform);
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}
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void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
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glGenVertexArrays(1, &(*vao));
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glGenBuffers(1, &(*vbo));
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glBindVertexArray(*vao);
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glBindBuffer(GL_ARRAY_BUFFER, *vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6*2, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, 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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float vert = 0.11f;
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// get size of a single cell in opengl coords (-1, 1)
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float single_cell = (1.f/9.f) * 2;
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// we minus 4 since we start at column and row 4 (0-indexed)
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float offset_x = single_cell * (y - 4);
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float offset_y = single_cell * (x - 4);
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float vertices[6][2] = {
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// top left tri
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{ -vert + offset_x, -vert - offset_y },
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{ -vert + offset_x, vert - offset_y },
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{ vert + offset_x, vert - offset_y },
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// bottom right tri
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{ -vert + offset_x, -vert - offset_y },
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{ vert + offset_x, vert - offset_y },
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{ vert + offset_x, -vert - offset_y }
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) {
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float board_x_start = (width / 2.f) - ((width * x_scale) / 2);
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float board_y_start = (height / 2.f) - ((height * y_scale) / 2);
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float cell_width = (width * x_scale) / 9.f;
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float cell_height = (height * y_scale) / 9.f;
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int cell_x = floor((x - board_x_start) / cell_width);
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int cell_y = floor((y - board_y_start) / cell_height);
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if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) {
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game->should_draw_selection = false;
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return;
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}
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game->should_draw_selection = true;
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game->selection.x = cell_y;
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game->selection.y = cell_x;
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}
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void set_selected_number(Cudoku *game, int number) {
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if (game->should_draw_selection) {
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game->board[game->selection.x][game->selection.y] = number;
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}
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}
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void move_selection(Cudoku *game, int x, int y) {
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if (game->should_draw_selection) {
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game->selection.x += y;
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game->selection.y += x;
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if (game->selection.x < 0) {
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game->selection.x = 0;
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} else if (game->selection.x > 8) {
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game->selection.x = 8;
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}
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if (game->selection.y < 0) {
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game->selection.y = 0;
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} else if (game->selection.y > 8) {
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game->selection.y = 8;
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}
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}
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}
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void toggle_selection(Cudoku *game) {
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game->should_draw_selection = !game->should_draw_selection;
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}
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