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path: root/src/game.cpp
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#include <unistd.h>
#include "game.h"

#include "game/physics/movement.h"
#include "game/world/bsp.h"
#include "game/world/draw.h"
#include "render/gl_2d.h"
#include "render/gl_3d.h"
#include "render/gl_2d_font.h"

#include "editor/editor.h"
#include "game/assets.h"
#include "game/vars.h"
#include "game/objlist.h"
#include "game/world/map.h"

#include "gui.h"
#include "render/gl_batch.h"
#include "util.h"


GAME_DATA* game_init( GL_DATA* gl ) {
  GAME_DATA* game = (GAME_DATA*)malloc( sizeof( GAME_DATA ) );
  memset( game, 0, sizeof(GAME_DATA) );
  game->gl = gl;

  VEC2 screensize = { (F32)gl->canvas_size[0], (F32)gl->canvas_size[1] };

  game->shaders.gl2d = gl_2d_init( gl, screensize, "2d" );
  game->shaders.gl2d_texcoord = gl_2d_init( gl, screensize, "2d_texcoord" );
  game->shaders.gl3d = gl_3d_init( gl, screensize, "3d" );

  game_create_batches( game );

  assets_init( game );
  assets_on_frame( game );
  varl = vars_init();
  objl = objl_init();

  gmove_init( game );

#if IS_EDITOR
  game->editor = editor_create( game );
#else
  gui_create( game );
  game->state.ingame = 1;
#endif

  return game;
}

void game_create_batches( GAME_DATA *game ) {
  game->render.batch_3d = gl_batch_create( game->gl, game->shaders.gl3d, &gl_3d_batch_setup );
}

#ifdef DEBUG
void game_draw_fpsoverlay( GAME_DATA* game ) {
  GL_DATA* gl = game->gl;
  char buf[256];
  sprintf( buf, "fps: %1.3f (%2.5f ms) %dx%d", gl->fps, gl->frametime, canvas[0], canvas[1] );

  VEC2 dim = gl_font_dim( game->assets.font, buf );
  gl_font_draw(
    game->assets.font,
    game->shaders.gl2d_texcoord,
    s_tr({ -dim.x - 30.f, dim.y + 5.f }),
    buf,
    (CLR){ 1.f, 1.f, 1.f, 1.f }
  );
}

void game_draw_fontoverlay( GAME_DATA* game ) {
  for( U32 i = 0; i < 255; ++i ) {
    char str[64];
    sprintf( str, "%d:%c", i, (char)i );
    gl_font_draw(
      game->assets.jpn12,
      game->shaders.gl2d_texcoord,
      s_tl({ 10.f + ( i % 18 ) * 33,
      280.f + floorf( i / 18.f ) * 14.f }),
      str,
      CLR::WHITE()
    );
  }
}
#endif

WORLD_MAP* game_load_map( GAME_DATA* game, const char* mapname ) {
  WORLD_MAP* m = map_from_file( game, mapname );
  if( !m ) {
    dlog( "game_load_map() : failed to load file %s", mapname );
    return 0;
  }

  bsp_build_map( m );
  objl_load_world( game, m );
  game->state.map = m;
  return m;
}

void game_unload_map( GAME_DATA* game ) {
  map_free( game, game->state.map );
  game->state.map = 0;

  objl_clear( 1 );
}

void game_draw( GAME_DATA* game ) {
  if( !objl->pl || !objl->world ) {
    dlog( "game_draw() : no world" );
    return;
  }

  VEC2 window = { 270.f, 25.f };
  VEC2 winsize = { 480.f, 360.f };
  gl_2d_rect( game->shaders.gl2d, window, winsize, (CLR){ 0.3f, 0.3f, 0.3f, 1.f } );
  world_draw( game, objl->world, window, winsize );
}

void game_main_loop( GAME_DATA* game ) {
  GL_DATA* gl = game->gl;
  GL_SHADER_PROGRAM* gl2d = game->shaders.gl2d;

  if( !assets_on_frame( game ) )
    return;

  gl_beginframe( gl );
  gl_2d_frect( gl2d, s_tl(), s_br(), { 0.f, 0.f, 0.f, 1.f } );
  player_input( game, objl->pl );

  if( game->state.ingame ) {
    game_on_tick( game );
    game_draw( game );
  }

  gui_onframe( game );

#ifdef DEBUG
  game_draw_fpsoverlay( game );
#endif

  if( !OK( gl_endframe( gl ) ) )
    exit( 0 );
}

void game_on_tick( GAME_DATA* game ) {
  U64 tick = u_tick();
  if( tick - game->state.last_tick > (U64)(TICK_INTERVAL * 10000) ) {
    player_move( game, objl->pl );
    game->state.last_tick = tick;
  }
}

void game_destroy( GAME_DATA *game ) {
  free( game );
}