Exemple #1
0
void Board::random_tile() {
    int col = rand() % 4;
    int row = rand() % 4;

    if (grid[col][row] == 0) {
        grid[col][row] = generate_tile();
    } else {
        random_tile();
    }
}
Exemple #2
0
struct fv_map_painter *
fv_map_painter_new(struct fv_image_data *image_data,
                   struct fv_shader_data *shader_data)
{
        struct fv_map_painter *painter;
        struct tile_data data;
        struct fv_map_painter_tile *tile;
        int first, tx, ty;
        int tex_width, tex_height;
        GLuint tex_uniform;

        painter = fv_alloc(sizeof *painter);

        if (fv_gl.have_instanced_arrays) {
                fv_gl.glGenBuffers(1, &painter->instance_buffer);
                fv_gl.glBindBuffer(GL_ARRAY_BUFFER, painter->instance_buffer);
                fv_gl.glBufferData(GL_ARRAY_BUFFER,
                                   sizeof (struct instance) *
                                   FV_MAP_PAINTER_MAX_SPECIALS,
                                   NULL, /* data */
                                   GL_DYNAMIC_DRAW);
        }

        init_programs(painter, shader_data);

        if (!load_models(painter, image_data))
                goto error_instance_buffer;

        fv_image_data_get_size(image_data,
                               FV_IMAGE_DATA_MAP_TEXTURE,
                               &tex_width, &tex_height);

        if (!fv_gl.have_npot_mipmaps) {
                painter->texture_width = smallest_pot(tex_width);
                painter->texture_height = smallest_pot(tex_height);
        } else {
                painter->texture_width = tex_width;
                painter->texture_height = tex_height;
        }

        fv_gl.glGenTextures(1, &painter->texture);
        fv_gl.glBindTexture(GL_TEXTURE_2D, painter->texture);
        fv_gl.glTexImage2D(GL_TEXTURE_2D,
                           0, /* level */
                           GL_RGB,
                           painter->texture_width, painter->texture_height,
                           0, /* border */
                           GL_RGB,
                           GL_UNSIGNED_BYTE,
                           NULL);
        fv_image_data_set_sub_2d(image_data,
                                 GL_TEXTURE_2D,
                                 0, /* level */
                                 0, 0, /* x/y offset */
                                 FV_IMAGE_DATA_MAP_TEXTURE);

        fv_gl.glGenerateMipmap(GL_TEXTURE_2D);
        fv_gl.glTexParameteri(GL_TEXTURE_2D,
                              GL_TEXTURE_MIN_FILTER,
                              GL_LINEAR_MIPMAP_NEAREST);
        fv_gl.glTexParameteri(GL_TEXTURE_2D,
                              GL_TEXTURE_MAG_FILTER,
                              GL_LINEAR);
        fv_gl.glTexParameteri(GL_TEXTURE_2D,
                              GL_TEXTURE_WRAP_S,
                              GL_CLAMP_TO_EDGE);
        fv_gl.glTexParameteri(GL_TEXTURE_2D,
                              GL_TEXTURE_WRAP_T,
                              GL_CLAMP_TO_EDGE);

        tex_uniform = fv_gl.glGetUniformLocation(painter->map_program.id,
                                                 "tex");
        fv_gl.glUseProgram(painter->map_program.id);
        fv_gl.glUniform1i(tex_uniform, 0);

        tex_uniform = fv_gl.glGetUniformLocation(painter->texture_program.id,
                                                 "tex");
        fv_gl.glUseProgram(painter->texture_program.id);
        fv_gl.glUniform1i(tex_uniform, 0);

        fv_buffer_init(&data.vertices);
        fv_buffer_init(&data.indices);

        tile = painter->tiles;

        for (ty = 0; ty < FV_MAP_TILES_Y; ty++) {
                for (tx = 0; tx < FV_MAP_TILES_X; tx++) {
                        first = data.indices.length / sizeof (uint16_t);
                        tile->min = (data.vertices.length /
                                     sizeof (struct vertex));
                        tile->offset = data.indices.length;
                        generate_tile(painter, &data, tx, ty);
                        tile->max = (data.vertices.length /
                                     sizeof (struct vertex)) - 1;
                        tile->count = (data.indices.length /
                                       sizeof (uint16_t) -
                                       first);
                        tile++;
                }
        }

        assert(data.vertices.length / sizeof (struct vertex) < 65536);

        painter->array = fv_array_object_new();

        fv_gl.glGenBuffers(1, &painter->vertices_buffer);
        fv_gl.glBindBuffer(GL_ARRAY_BUFFER, painter->vertices_buffer);
        fv_gl.glBufferData(GL_ARRAY_BUFFER,
                           data.vertices.length,
                           data.vertices.data,
                           GL_STATIC_DRAW);

        fv_array_object_set_attribute(painter->array,
                                      FV_SHADER_DATA_ATTRIB_POSITION,
                                      4, /* size */
                                      GL_UNSIGNED_BYTE,
                                      GL_FALSE, /* normalized */
                                      sizeof (struct vertex),
                                      0, /* divisor */
                                      painter->vertices_buffer,
                                      offsetof(struct vertex, x));

        fv_array_object_set_attribute(painter->array,
                                      FV_SHADER_DATA_ATTRIB_TEX_COORD,
                                      2, /* size */
                                      GL_UNSIGNED_SHORT,
                                      GL_TRUE, /* normalized */
                                      sizeof (struct vertex),
                                      0, /* divisor */
                                      painter->vertices_buffer,
                                      offsetof(struct vertex, s));

        fv_gl.glGenBuffers(1, &painter->indices_buffer);
        fv_array_object_set_element_buffer(painter->array,
                                           painter->indices_buffer);
        fv_gl.glBufferData(GL_ELEMENT_ARRAY_BUFFER,
                           data.indices.length,
                           data.indices.data,
                           GL_STATIC_DRAW);

        fv_buffer_destroy(&data.indices);
        fv_buffer_destroy(&data.vertices);

        return painter;

error_instance_buffer:
        if (fv_gl.have_instanced_arrays)
                fv_gl.glDeleteBuffers(1, &painter->instance_buffer);
        fv_free(painter);

        return NULL;
}