diff --git a/CMakeLists.txt b/CMakeLists.txt index c4cf22e..e253000 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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) diff --git a/src/Mapgen.cpp b/src/Mapgen.cpp new file mode 100644 index 0000000..b4c0512 --- /dev/null +++ b/src/Mapgen.cpp @@ -0,0 +1,260 @@ +#include "Mapgen.h" +#include "vec2i.h" +#include +#include +#include +#include "Rng.h" +#include + +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 dirs { vec2i(0,1), vec2i(1,0), vec2i(0,-1), vec2i(-1,0) }; + + std::vector stack { vec2i(x,y) }; + while (!stack.empty()) { + vec2i pos = stack.back(); + map.set_tile(pos.x, pos.y, floortile); + std::vector 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 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 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 maze_start_points; + for (int x = 0; x < map.get_width(); x++) { + for (int y = 0; y < map.get_height(); y++) { + std::vector 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 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 dead_ends; + for (int y = 0; y < height; y++) { + for (int x = 0; x < width; x++) { + std::vector 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 new_dead_ends; + for (vec2i pos : dead_ends) { + std::vector 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 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; +} diff --git a/src/Shader.cpp b/src/Shader.cpp new file mode 100644 index 0000000..f20a935 --- /dev/null +++ b/src/Shader.cpp @@ -0,0 +1,117 @@ +#include "Shader.h" +#include +#include +#include +#include +#include +#include + +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(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); + } +} diff --git a/src/Shader.h b/src/Shader.h new file mode 100644 index 0000000..e28cbd2 --- /dev/null +++ b/src/Shader.h @@ -0,0 +1,27 @@ +#pragma once + +#include +#include +#include +#include +#include +#include "Renderer.h" + +class Shader { + gl::GLuint program_id = 0; + gl::GLint uniform_color; + gl::GLint uniform_mvp; + std::map 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(); +}; +