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-rw-r--r--src/simulator/rendering.c194
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) {
+
+  }
+
+}