render klotski board
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22
src/main.cpp
22
src/main.cpp
@ -1,5 +1,3 @@
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#include "mass_springs.hpp"
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#define VERLET_UPDATE
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#include <iostream>
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@ -7,6 +5,8 @@
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#include <raymath.h>
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#include "config.hpp"
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#include "klotski.hpp"
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#include "mass_springs.hpp"
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#include "renderer.hpp"
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auto main(int argc, char *argv[]) -> int {
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@ -21,8 +21,7 @@ auto main(int argc, char *argv[]) -> int {
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SetConfigFlags(FLAG_VSYNC_HINT);
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(WIDTH, HEIGHT, "MassSprings");
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InitWindow(WIDTH * 2, HEIGHT, "MassSprings");
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MassSpringSystem mass_springs;
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mass_springs.AddMass(1.0, Vector3(-0.5, 0.5, 0.0), true);
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@ -33,6 +32,18 @@ auto main(int argc, char *argv[]) -> int {
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mass_springs.AddSpring(1, 2, DEFAULT_SPRING_CONSTANT,
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DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
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State s = State(4, 5);
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Block a = Block(0, 0, 2, 1, false);
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Block b = Block(0, 1, 1, 3, true);
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Block c = Block(0, 2, "45");
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Block d = Block(0, 3, "de");
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s.AddBlock(a);
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s.AddBlock(b);
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for (Block block : s) {
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std::cout << "Block (" << block.x << ", " << block.y << ")" << std::endl;
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}
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Renderer renderer(WIDTH, HEIGHT);
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Edge2Set edges;
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edges.reserve(mass_springs.springs.size());
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@ -55,8 +66,9 @@ auto main(int argc, char *argv[]) -> int {
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renderer.Transform(edges, vertices, mass_springs, abstime * ROTATION_SPEED,
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CAMERA_DISTANCE);
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renderer.DrawMassSprings(edges, vertices);
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renderer.DrawKlotski(s); // TODO: Don't need to render each frame
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renderer.DrawTextures();
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renderer.Draw(viewport);
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abstime += frametime;
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}
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@ -1,7 +1,8 @@
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#include "renderer.hpp"
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#include <raylib.h>
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#include "config.hpp"
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#include "mass_springs.hpp"
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auto Renderer::Rotate(const Vector3 &a, const float cos_angle,
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const float sin_angle) -> Vector3 {
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@ -63,11 +64,75 @@ auto Renderer::DrawMassSprings(const Edge2Set &edges,
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}
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DrawLine(0, 0, 0, height, BLACK);
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EndTextureMode();
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}
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auto Renderer::DrawKlotski(State &state) -> void {
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BeginTextureMode(klotski_target);
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ClearBackground(RAYWHITE);
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// Draw Board
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const int board_width = width - 2 * BOARD_PADDING;
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const int board_height = height - 2 * BOARD_PADDING;
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float block_size;
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float x_offset = 0.0;
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float y_offset = 0.0;
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if (state.width > state.height) {
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block_size =
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static_cast<float>(board_width) / state.width - 2 * BLOCK_PADDING;
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y_offset = (board_height - block_size * state.height -
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BLOCK_PADDING * 2 * state.height) /
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2.0;
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} else {
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block_size =
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static_cast<float>(board_height) / state.height - 2 * BLOCK_PADDING;
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x_offset = (board_width - block_size * state.width -
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BLOCK_PADDING * 2 * state.width) /
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2.0;
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}
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DrawRectangle(0, 0, width, height, RAYWHITE);
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DrawRectangle(x_offset, y_offset,
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board_width - 2 * x_offset + 2 * BOARD_PADDING,
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board_height - 2 * y_offset + 2 * BOARD_PADDING, LIGHTGRAY);
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for (int x = 0; x < state.width; ++x) {
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for (int y = 0; y < state.height; ++y) {
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DrawRectangle(x_offset + BOARD_PADDING + x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + x * block_size,
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y_offset + BOARD_PADDING + y * BLOCK_PADDING * 2 +
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BLOCK_PADDING + y * block_size,
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block_size, block_size, WHITE);
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}
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}
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// Draw Blocks
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for (Block block : state) {
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Color c = EDGE_COLOR;
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if (block.target) {
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c = RED;
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}
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DrawRectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.x * block_size,
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y_offset + BOARD_PADDING + block.y * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.y * block_size,
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block.width * block_size + block.width * 2 * BLOCK_PADDING -
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2 * BLOCK_PADDING,
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block.height * block_size + block.height * 2 * BLOCK_PADDING -
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2 * BLOCK_PADDING,
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c);
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}
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DrawLine(width - 1, 0, width - 1, height, BLACK);
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EndTextureMode();
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}
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auto Renderer::DrawTextures() -> void {
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BeginDrawing();
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DrawTextureRec(render_target.texture,
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DrawTextureRec(klotski_target.texture,
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Rectangle(0, 0, (float)width, -(float)height), Vector2(0, 0),
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WHITE);
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DrawFPS(10, 10);
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DrawTextureRec(render_target.texture,
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Rectangle(0, 0, (float)width, -(float)height),
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Vector2(width, 0), WHITE);
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DrawFPS(width + 10, 10);
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EndDrawing();
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}
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