Day 36. 25:01. Need to draw assets.
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#include "handmade_tile.h"
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static tile_chunk *GetTileChunk(tile_map *TileMap,
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U32 TileChunkX,
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U32 TileChunkY,
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U32 TileChunkZ)
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{
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tile_chunk *TileChunk = NULL;
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if((TileChunkX >= 0) && (TileChunkX < TileMap->TileChunkCountX) &&
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(TileChunkY >= 0) && (TileChunkY < TileMap->TileChunkCountY) &&
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(TileChunkZ >= 0) && (TileChunkZ < TileMap->TileChunkCountZ))
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{
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TileChunk =
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&TileMap->TileChunks[
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(TileChunkZ*TileMap->TileChunkCountY*TileMap->TileChunkCountX) +
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(TileChunkY*TileMap->TileChunkCountX) +
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TileChunkX];
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}
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return TileChunk;
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}
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static tile_chunk_position GetChunkPositionFor(tile_map *TileMap,
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U32 AbsTileX,
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U32 AbsTileY,
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U32 AbsTileZ)
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{
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tile_chunk_position Result;
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Result.TileChunkX = AbsTileX >> TileMap->ChunkShift;
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Result.TileChunkY = AbsTileY >> TileMap->ChunkShift;
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Result.TileChunkZ = AbsTileZ;
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Result.RelTileX = AbsTileX & TileMap->ChunkMask;
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Result.RelTileY = AbsTileY & TileMap->ChunkMask;
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return Result;
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}
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static U32 GetTileValueUnchecked(tile_map *TileMap, tile_chunk *TileChunk,
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U32 TileX, U32 TileY)
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{
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ASSERT(TileChunk);
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ASSERT(TileX < TileMap->ChunkDim);
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ASSERT(TileY < TileMap->ChunkDim);
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U32 TileChunkValue = TileChunk->Tiles[TileY * TileMap->ChunkDim + TileX];
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return TileChunkValue;
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}
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static U32 GetTileChunkValue(tile_map *TileMap, tile_chunk *TileChunk,
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U32 TestTileX, U32 TestTileY)
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{
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U32 TileChunkValue = 0;
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if(TileChunk && TileChunk->Tiles) {
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TileChunkValue = GetTileValueUnchecked(TileMap,
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TileChunk,
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TestTileX,
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TestTileY);
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}
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return TileChunkValue;
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}
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static U32 GetTileValue(tile_map *TileMap,
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U32 AbsTileX, U32 AbsTileY, U32 AbsTileZ)
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{
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tile_chunk_position ChunkPos = GetChunkPositionFor(TileMap,
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AbsTileX,
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AbsTileY,
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AbsTileZ);
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tile_chunk *TileChunk = GetTileChunk(TileMap,
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ChunkPos.TileChunkX,
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ChunkPos.TileChunkY,
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ChunkPos.TileChunkZ);
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U32 TileChunkValue = GetTileChunkValue(TileMap, TileChunk,
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ChunkPos.RelTileX,
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ChunkPos.RelTileY);
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return TileChunkValue;
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}
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static U32 GetTileValueByPos(tile_map *TileMap, tile_map_position Pos)
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{
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U32 TileChunkValue = GetTileValue(TileMap,
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Pos.AbsTileX,
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Pos.AbsTileY,
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Pos.AbsTileZ);
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return TileChunkValue;
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}
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static void SetTileValueUnchecked(tile_map *TileMap, tile_chunk *TileChunk,
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U32 TileX, U32 TileY, U32 TileValue)
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{
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ASSERT(TileChunk);
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ASSERT(TileX < TileMap->ChunkDim);
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ASSERT(TileY < TileMap->ChunkDim);
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TileChunk->Tiles[TileY * TileMap->ChunkDim + TileX] = TileValue;
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}
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static void SetTileChunkValue(tile_map *TileMap, tile_chunk *TileChunk,
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U32 TestTileX, U32 TestTileY,
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U32 TileValue)
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{
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if(TileChunk && TileChunk->Tiles) {
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SetTileValueUnchecked(TileMap,
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TileChunk,
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TestTileX, TestTileY,
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TileValue);
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}
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}
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static B32 IsTileMapPointEmpty(tile_map *TileMap, tile_map_position Pos)
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{
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U32 TileChunkValue = GetTileValueByPos(TileMap, Pos);
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B32 Empty = ((TileChunkValue == 1) ||
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(TileChunkValue == 3) ||
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(TileChunkValue == 4));
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return Empty;
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}
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static void SetTileValue(memory_arena *Arena,
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tile_map *TileMap,
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U32 AbsTileX, U32 AbsTileY, U32 AbsTileZ,
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U32 TileValue)
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{
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tile_chunk_position ChunkPos = GetChunkPositionFor(TileMap,
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AbsTileX,
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AbsTileY,
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AbsTileZ);
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tile_chunk *TileChunk = GetTileChunk(TileMap,
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ChunkPos.TileChunkX,
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ChunkPos.TileChunkY,
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ChunkPos.TileChunkZ);
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ASSERT(TileChunk);
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if(!TileChunk->Tiles) {
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U32 TileCount = TileMap->ChunkDim*TileMap->ChunkDim;
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TileChunk->Tiles = PUSH_ARRAY(Arena, TileCount, U32);
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for(U32 TileIndex = 0; TileIndex < TileCount; TileIndex++) {
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TileChunk->Tiles[TileIndex] = 1;
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}
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}
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SetTileChunkValue(TileMap, TileChunk,
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ChunkPos.RelTileX,
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ChunkPos.RelTileY,
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TileValue);
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}
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//
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// TODO: Do these belong more in a "positioning" or "geometry" file?
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//
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static void CannonicalizeCoord(tile_map *TileMap, U32 *Tile, F32 *TileRel)
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{
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// NOTE: The world is assumed to be toroidal topology. If you step off
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// one end, you come back on the other.
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S32 Offset = RoundF32toS32(*TileRel / TileMap->TileSideInMeters);
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*Tile += Offset;
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*TileRel -= (F32)Offset * TileMap->TileSideInMeters;
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ASSERT(*TileRel >= -0.5f*TileMap->TileSideInMeters);
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ASSERT(*TileRel <= 0.5f*TileMap->TileSideInMeters);
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}
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static tile_map_position RecannonicalizePosition(tile_map *TileMap,
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tile_map_position Pos)
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{
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tile_map_position Result = Pos;
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CannonicalizeCoord(TileMap, &Result.AbsTileX, &Result.OffsetX);
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CannonicalizeCoord(TileMap, &Result.AbsTileY, &Result.OffsetY);
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return Result;
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}
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static B32 AreOnSameTile(tile_map_position *A, tile_map_position *B)
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{
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B32 Result = ((A->AbsTileX == B->AbsTileX) &&
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(A->AbsTileY == B->AbsTileY) &&
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(A->AbsTileZ == B->AbsTileZ));
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return Result;
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}
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