diff options
author | venomade <venomade@venomade.com> | 2025-02-27 17:25:46 +0000 |
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committer | venomade <venomade@venomade.com> | 2025-02-27 17:25:46 +0000 |
commit | 259c727658485ea00d6ef8617ecab579be871470 (patch) | |
tree | 5f548781584cf942b0c8a9101eed124da902c9ce /src/simulator/rendering.c |
Initial Commit
Diffstat (limited to 'src/simulator/rendering.c')
-rw-r--r-- | src/simulator/rendering.c | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/src/simulator/rendering.c b/src/simulator/rendering.c new file mode 100644 index 0000000..05a93f4 --- /dev/null +++ b/src/simulator/rendering.c @@ -0,0 +1,194 @@ +#include "rendering.h" +#include "SDL_stdinc.h" +#include "../game.h" + +#include <SDL2/SDL.h> + +#define GAP_SIZE (fminf(CELL_WIDTH, CELL_HEIGHT) / 1.1f) + +int scc(int code) { + if (code < 0) { + fprintf(stderr, "SDL Error: %s\n", SDL_GetError()); + exit(1); + } + + return code; +} + +void *scp(void *ptr) { + if (ptr == NULL) { + fprintf(stderr, "SDL Error: %s\n", SDL_GetError()); + exit(1); + } + + return ptr; +} + +SDL_Vertex sdl_color_hex_vertex(int x, int y, Uint32 hex) { + SDL_Vertex vertex; + + vertex.position.x = (float)x; + vertex.position.y = (float)y; + vertex.color.r = (hex >> (3 * 8)) & 0xFF; + vertex.color.g = (hex >> (2 * 8)) & 0xFF; + vertex.color.b = (hex >> (1 * 8)) & 0xFF; + vertex.color.a = (hex >> (0 * 8)) & 0xFF; + vertex.tex_coord.x = 0; + vertex.tex_coord.y = 0; + + return vertex; +} + +void render_board_grid(SDL_Renderer *renderer) { + SDL_SetRenderDrawColor(renderer, HEX_COLOR(GRID_COLOR)); + + for (int x = 1; x < BOARD_WIDTH; ++x) { + SDL_RenderDrawLine(renderer, + x * CELL_WIDTH, + 0, + x * CELL_WIDTH, + SCREEN_HEIGHT); + } + + for (int x = 1; x < BOARD_HEIGHT; ++x) { + SDL_RenderDrawLine(renderer, + 0, + x * CELL_HEIGHT, + SCREEN_WIDTH, + x * CELL_HEIGHT); + } +} + +#define AGENT_CELL_POS_X agent.pos.x * CELL_WIDTH +#define AGENT_CELL_POS_Y agent.pos.y * CELL_HEIGHT + +#define VERTEX_0 \ + sdl_color_hex_vertex(AGENT_CELL_POS_X + GAP_SIZE, \ + AGENT_CELL_POS_Y + GAP_SIZE, \ + color) + +#define VERTEX_1 \ + sdl_color_hex_vertex(AGENT_CELL_POS_X + CELL_WIDTH - GAP_SIZE, \ + AGENT_CELL_POS_Y + GAP_SIZE, \ + color) + +#define VERTEX_2 \ + sdl_color_hex_vertex(AGENT_CELL_POS_X + GAP_SIZE, \ + AGENT_CELL_POS_Y + CELL_HEIGHT - GAP_SIZE, \ + color) + +#define VERTEX_3 \ + sdl_color_hex_vertex(AGENT_CELL_POS_X + CELL_WIDTH - GAP_SIZE, \ + AGENT_CELL_POS_Y + CELL_HEIGHT - GAP_SIZE, \ + color) + +#define FOOD_CELL_POS_X x * CELL_WIDTH +#define FOOD_CELL_POS_Y y * CELL_HEIGHT + +SDL_Vertex* sdl_draw_food_diamond(int y, int x) { + SDL_Vertex* vertices = malloc(4 * sizeof(SDL_Vertex)); + if (vertices == NULL) { + fprintf(stderr, "Vertex Memory allocation failed\n"); + exit(1); + } + + vertices[0] = sdl_color_hex_vertex(FOOD_CELL_POS_X + CELL_WIDTH - GAP_SIZE, + FOOD_CELL_POS_Y + (CELL_WIDTH / 2), + FOOD_COLOR); + + vertices[1] = sdl_color_hex_vertex(FOOD_CELL_POS_X + (CELL_WIDTH / 2), + FOOD_CELL_POS_Y + GAP_SIZE, + FOOD_COLOR); + + vertices[2] = sdl_color_hex_vertex(FOOD_CELL_POS_X + GAP_SIZE, + FOOD_CELL_POS_Y + (CELL_WIDTH / 2), + FOOD_COLOR); + + vertices[3] = sdl_color_hex_vertex(FOOD_CELL_POS_X + (CELL_WIDTH / 2), + FOOD_CELL_POS_Y + CELL_HEIGHT - GAP_SIZE, + FOOD_COLOR); + + return vertices; +} + +SDL_Vertex* sdl_draw_agent_triangle(Agent agent) { + SDL_Vertex* vertices = malloc(3 * sizeof(SDL_Vertex)); + if (vertices == NULL) { + fprintf(stderr, "Vertex Memory allocation failed\n"); + exit(1); + } + + Uint32 color = agent.health <= 0 ? AGENT_COLOR_DEAD : AGENT_COLOR_ALIVE; + + switch (agent.dir) { + case DIR_LEFT: + vertices[0] = VERTEX_0; + vertices[1] = VERTEX_2; + vertices[2] = sdl_color_hex_vertex(AGENT_CELL_POS_X + CELL_WIDTH - GAP_SIZE, + AGENT_CELL_POS_Y + (CELL_WIDTH / 2), + color); + break; + case DIR_DOWN: + vertices[0] = VERTEX_2; + vertices[1] = VERTEX_3; + vertices[2] = sdl_color_hex_vertex(AGENT_CELL_POS_X + (CELL_WIDTH / 2), + AGENT_CELL_POS_Y + GAP_SIZE, + color); + break; + case DIR_RIGHT: + vertices[0] = VERTEX_1; + vertices[1] = VERTEX_3; + vertices[2] = sdl_color_hex_vertex(AGENT_CELL_POS_X + GAP_SIZE, + AGENT_CELL_POS_Y + (CELL_WIDTH / 2), + color); + break; + case DIR_UP: + vertices[0] = VERTEX_0; + vertices[1] = VERTEX_1; + vertices[2] = sdl_color_hex_vertex(AGENT_CELL_POS_X + (CELL_WIDTH / 2), + AGENT_CELL_POS_Y + CELL_HEIGHT - GAP_SIZE, + color); + break; + } + + return vertices; +} + +void render_agent(SDL_Renderer *renderer, Agent agent) { + SDL_Vertex * vertices = sdl_draw_agent_triangle(agent); + scc(SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0)); + free(vertices); // sdl_draw_agent_triangle's malloc +} + +void render_game(SDL_Renderer *renderer, const Game *game) { + for (size_t i = 0; i < AGENTS_COUNT; ++i) { + render_agent(renderer, game->agents[i]); + } + + // Render Foods + const int indices[] = {0, 1, 2, 0, 3, 2}; + for(int y = 0; y < BOARD_HEIGHT; ++y) { + for (int x = 0; x < BOARD_WIDTH; ++x) { + if (game->foods_map[y][x]) { + SDL_Vertex *vertices = sdl_draw_food_diamond(y, x); + scc(SDL_RenderGeometry(renderer, NULL, vertices, 4, indices, 6)); + free(vertices); // sdl_draw_food_diamond's malloc + } + + if (game->walls_map[y][x]) { + SDL_Rect rect = {// Check why int floorf + (int)floorf(x * CELL_WIDTH), + (int)floorf(y * CELL_HEIGHT), + (int)floorf(CELL_WIDTH), (int)floorf(CELL_HEIGHT)}; + SDL_SetRenderDrawColor(renderer, HEX_COLOR(WALL_COLOR)); + SDL_RenderFillRect(renderer, &rect); + } + } + } + + // Render Walls + for (size_t i = 0; i < WALLS_COUNT; ++i) { + + } + +} |