This commit is contained in:
Adrian Hedqvist 2018-01-10 09:53:40 +01:00
parent 70feced202
commit 6bbca15092
4 changed files with 415 additions and 1 deletions

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@ -36,4 +36,14 @@ link_libraries(
)
file(GLOB SOURCES "src/*.cpp" "src/*.c" "src/*.h")
add_executable(dungeon ${SOURCES})
add_executable(${TARGET} ${SOURCES})
#target_link_libraries(${TARGET} PUBLIC glbinding::glbinding)
#target_link_libraries(${TARGET} PUBLIC ${SDL2_LIBRARY})
#target_link_libraries(${TARGET} PUBLIC ${OPENGL_LIBRARY})
#target_link_libraries(${TARGET} PUBLIC ${LUA_LIBRARY})
target_link_libraries(${TARGET} PUBLIC glbinding::glbinding)
target_link_libraries(${TARGET} PUBLIC SDL2)
target_link_libraries(${TARGET} PUBLIC OpenGL)
target_link_libraries(${TARGET} PUBLIC lua)

260
src/Mapgen.cpp Normal file
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#include "Mapgen.h"
#include "vec2i.h"
#include <vector>
#include <queue>
#include <random>
#include "Rng.h"
#include <chrono>
struct Room {
vec2i pos;
vec2i size;
};
const char walltile = '#';
const char floortile = '.';
const char doortile = '+';
const char testtile = ' ';
bool aabb(Room &a, Room &b) {
return a.pos.x <= b.pos.x + b.size.x && a.pos.x + a.size.x >= b.pos.x &&
a.pos.y <= b.pos.y + b.size.y && a.pos.y + a.size.y >= b.pos.y;
}
void maze_fill(Tilemap& map, int x, int y, Rng &rng) {
if (map.get_tile(x, y) != walltile) return;
const std::vector<vec2i> dirs { vec2i(0,1), vec2i(1,0), vec2i(0,-1), vec2i(-1,0) };
std::vector<vec2i> stack { vec2i(x,y) };
while (!stack.empty()) {
vec2i pos = stack.back();
map.set_tile(pos.x, pos.y, floortile);
std::vector<vec2i> options;
for (vec2i dir : dirs) {
vec2i next = { pos.x + dir.x, pos.y + dir.y };
if (map.get_tile(next.x, next.y) != walltile) continue;
if (next.x == 0 || next.x == map.get_width() - 1 || next.y == 0 || next.y == map.get_height() - 1) continue;
int up = dir.y <= 0 ? 1 : 0;
int down = dir.y >= 0 ? 1 : 0;
int left = dir.x <= 0 ? 1 : 0;
int right = dir.x >= 0 ? 1 : 0;
std::vector<vec2i> neigh = map.get_neighbours(next.x, next.y, up, down, left, right);
bool enclosed = true;
for (vec2i n : neigh) {
if (map.get_tile(n.x, n.y) != walltile) {
enclosed = false;
break;
}
}
if (enclosed) {
options.emplace_back(next.x, next.y);
}
}
if (!options.empty()) {
stack.emplace_back(options.at(rng.get_int(options.size() - 1)));
}
else {
stack.pop_back();
}
}
}
Tilemap generate_dungeon(int width, int height) {
return generate_dungeon(Rng::get_random_seed(), width, height);
}
Tilemap generate_dungeon(unsigned int seed, int width, int height) {
Tilemap map = Tilemap(width, height);
// Set the whole map to walls
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
map.set_tile(x, y, walltile);
}
}
Rng rng = Rng(seed);
// Room placement
std::vector<Room> rooms;
for (int i = 0; i < sqrt(width*height); i++) {
Room room;
room.size = vec2i(rng.get_int(6, 12), rng.get_int(6, 12));
room.pos = vec2i(rng.get_int(width - room.size.x), rng.get_int(height - room.size.y));
// Check if the room overlaps with some other room
bool coll = false;
for (Room r : rooms) {
if (aabb(room, r)) {
coll = true;
break;
}
}
if (!coll) {
rooms.emplace_back(room);
}
}
// Fill the rooms with floor tiles
for (Room r : rooms) {
for (int x = r.pos.x+1; x < r.pos.x + r.size.x-1; x++) {
for (int y = r.pos.y+1; y < r.pos.y + r.size.y-1; y++) {
map.set_tile(x, y, floortile);
}
}
}
// Maze generation
std::vector<vec2i> maze_start_points;
for (int x = 0; x < map.get_width(); x++) {
for (int y = 0; y < map.get_height(); y++) {
std::vector<vec2i> neigh = map.get_neighbours(x, y, 1);
int count = 0;
for (vec2i n : neigh) {
if (map.get_tile(n.x, n.y) == walltile) count++;
}
// If this tile is a wall and is completely surrounded by other walls, start generating a maze here.
if (count >= 8) {
maze_fill(map, x, y, rng);
maze_start_points.emplace_back(vec2i(x, y));
}
}
}
// Door placement
for (Room r : rooms) {
std::vector<vec2i> potential_doors;
for (int y = 0; y < r.size.y; y++) {
for (int x = 0; x < r.size.x; x++) {
// if we are at the rooms walls, but not the corners
if ((x == 0 || x == r.size.x-1) != (y == 0 || y == r.size.y - 1)) {
int dx = 0;
if (x == 0) {
dx = -1;
}
else if (x == r.size.x-1) {
dx = 1;
}
int dy = 0;
if (y == 0) {
dy = -1;
}
else if (y == r.size.y-1) {
dy = 1;
}
// If there is a floor tile on the other side of this room wall
if (map.get_tile(r.pos.x+x+dx, r.pos.y+y+dy) == floortile) {
potential_doors.emplace_back(r.pos.x + x, r.pos.y + y);
}
}
}
}
/* Debug thing, place doors at all potential spots
for (vec2i pos : potential_doors) {
map.set_tile(pos.x, pos.y, doortile);
}
/*/
if (potential_doors.empty()) continue;
// Pick up to 3 spots and place doorss
int doors_amount = potential_doors.size() < 3 ? potential_doors.size() : 4;
doors_amount = rng.get_int(2, doors_amount);
for (int i = 0; i < doors_amount; i++) {
//for (int i = 0; i < potential_doors.size(); i++) {
if (potential_doors.empty()) break;
int r = rng.get_int(potential_doors.size()-1);
vec2i pos = potential_doors.at(r);
map.set_tile(pos.x, pos.y, doortile);
potential_doors.erase(r + potential_doors.begin());
for (int j = potential_doors.size() - 1; j >= 0; j--) {
if ((pos - potential_doors[j]).dist() <= 4) {
potential_doors.erase(j + potential_doors.begin());
}
}
}
//*/
}
// Clean up dead ends in the maze
std::vector<vec2i> dead_ends;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
std::vector<vec2i> neigh{vec2i(x + 1, y), vec2i(x, y + 1), vec2i(x - 1, y), vec2i(x, y - 1) };
int count = 0;
for (vec2i pos : neigh) {
if (map.get_tile(pos.x, pos.y) == walltile) {
count++;
}
}
if (count >= neigh.size() - 1) {
dead_ends.emplace_back(vec2i(x, y));
}
}
}
int pass_amount = (width + height)/2;
for (int pass = 0; pass < pass_amount; pass++) {
if (dead_ends.empty()) break;
std::vector<vec2i> new_dead_ends;
for (vec2i pos : dead_ends) {
std::vector<vec2i> neigh { vec2i(pos.x + 1, pos.y), vec2i(pos.x, pos.y + 1), vec2i(pos.x - 1, pos.y), vec2i(pos.x, pos.y - 1) };
int count = 0;
vec2i next;
for (vec2i n : neigh) {
if (map.get_tile(n.x, n.y) == walltile) {
continue;
}
else {
count++;
next = n;
}
}
if (count == 1) {
map.set_tile(pos.x, pos.y, walltile);
new_dead_ends.emplace_back(next);
}
else if (count == 0) {
map.set_tile(pos.x, pos.y, walltile);
}
}
dead_ends = new_dead_ends;
}
/* flood-fill the map to see that you can actually reach everywhere
bool started = false;
for (int x = 0; x < map.get_width(); x++) {
for (int y = 0; y < map.get_height(); y++) {
if (map.get_tile(x,y) == floortile) {
std::vector<vec2i> stack{vec2i(x,y)};
map.set_tile(x, y, testtile);
while (!stack.empty()) {
vec2i pos = stack.back();
stack.pop_back();
auto neigh = map.get_neighbours(pos.x, pos.y);
for (vec2i n : neigh) {
char tile = map.get_tile(n.x, n.y);
if (tile == floortile || tile == doortile) {
map.set_tile(pos.x, pos.y, testtile);
stack.emplace_back(n);
}
}
}
started = true;
break;
}
}
if (started) break;
}
//*/
return map;
}

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src/Shader.cpp Normal file
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#include "Shader.h"
#include <SDL2/SDL_log.h>
#include <glbinding/gl/gl.h>
#include <glm/mat4x4.hpp>
#include <fstream>
#include <string>
#include <map>
using namespace gl;
gl::GLint Shader::get_uniform_location(std::string name) {
auto it = uniforms.find(name);
if (it == uniforms.end()) {
GLint loc = glGetUniformLocation(program_id, name.c_str());
uniforms.insert(std::pair<std::string, GLint>(name, glGetUniformLocation(program_id, name.c_str())));
return loc;
}
return it->second;
}
Shader::Shader(std::ifstream vert, std::ifstream frag) {
std::string vsource;
if (vert.is_open()) {
std::string line;
while (getline(vert, line)) {
vsource += line + "\n";
}
vert.close();
}
std::string fsource;
if (frag.is_open()) {
std::string line;
while (getline(frag, line)) {
fsource += line + "\n";
}
frag.close();
}
Shader(vsource, fsource);
}
Shader::Shader(std::string vertsource, std::string fragsource) {
GLuint vert_id = glCreateShader(GL_VERTEX_SHADER);
GLuint frag_id = glCreateShader(GL_FRAGMENT_SHADER);
char const * vs = vertsource.c_str();
glShaderSource(vert_id, 1, &vs, nullptr);
glCompileShader(vert_id);
char const * fs = fragsource.c_str();
glShaderSource(frag_id, 1, &fs, nullptr);
glCompileShader(frag_id);
GLboolean result = GL_FALSE;
int infologlength = 0;
glGetShaderiv(vert_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(vert_id, GL_INFO_LOG_LENGTH, &infologlength);
if (infologlength > 0) {
std::string errorlog(infologlength + 1, ' ');
glGetShaderInfoLog(vert_id, infologlength, NULL, &errorlog[0]);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Errors compiling vertex shader:\n%s\n", &errorlog[0]);
}
result = GL_FALSE;
infologlength = 0;
glGetShaderiv(frag_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(frag_id, GL_INFO_LOG_LENGTH, &infologlength);
if (infologlength > 0) {
std::string errorlog(infologlength + 1, ' ');
glGetShaderInfoLog(frag_id, infologlength, NULL, &errorlog[0]);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Errors compiling frag shader:\n%s\n", &errorlog[0]);
}
program_id = glCreateProgram();
glAttachShader(program_id, vert_id);
glAttachShader(program_id, frag_id);
glLinkProgram(program_id);
result = GL_FALSE;
infologlength = 0;
glGetShaderiv(program_id, GL_LINK_STATUS, &result);
glGetShaderiv(program_id, GL_INFO_LOG_LENGTH, &infologlength);
if (infologlength > 0) {
std::string errorlog(infologlength + 1, ' ');
glGetShaderInfoLog(program_id, infologlength, NULL, &errorlog[0]);
SDL_LogWarn(SDL_LOG_CATEGORY_RENDER, "Errors when linking shader program:\n%s\n", &errorlog[0]);
}
glDetachShader(program_id, vert_id);
glDetachShader(program_id, frag_id);
glDeleteShader(vert_id);
glDeleteShader(frag_id);
uniform_color = glGetUniformLocation(program_id, "colortint");
uniform_mvp = glGetUniformLocation(program_id, "MVP");
}
void Shader::use() { glUseProgram(program_id); }
void Shader::set_color_tint(Color col) { glUniform4f(uniform_color, col.r, col.g, col.b, col.a); }
void Shader::set_mvp(glm::mat4x4 mvp) { glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, &mvp[0][0]); }
void Shader::set_aux_uniform(std::string name, glm::fvec4 val) { glUniform4f(get_uniform_location(name), val.r, val.g, val.b, val.a); }
void Shader::set_aux_uniform(std::string name, float val) {
glUniform1f(get_uniform_location(name), val);
}
Shader::~Shader() {}
void Shader::erase() {
if (program_id) {
glDeleteShader(program_id);
}
}

27
src/Shader.h Normal file
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#pragma once
#include <string>
#include <map>
#include <fstream>
#include <glbinding/gl/types.h>
#include <glm/common.hpp>
#include "Renderer.h"
class Shader {
gl::GLuint program_id = 0;
gl::GLint uniform_color;
gl::GLint uniform_mvp;
std::map<std::string, gl::GLint> uniforms;
gl::GLint get_uniform_location(std::string name);
public:
Shader(std::ifstream vert, std::ifstream frag);
Shader(std::string vert, std::string frag);
void use();
void set_color_tint(Color col);
void set_mvp(glm::mat4x4 mvp);
void set_aux_uniform(std::string name, glm::fvec4 val);
void set_aux_uniform(std::string name, float val);
~Shader();
void erase();
};