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day09.odin
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day09.odin
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package aoc2022
import "core:math/linalg" // temp for debugging
// import "core:os"
import "core:slice"
import "core:strings"
import rl "vendor:raylib"
// import rlgl "vendor:raylib/rlgl"
day09 :: proc() {
// { // This block is just solving the problem like one of those dreary ppl you meet at Bingo
// println("Day 09: Rope Bridge\n")
// input_file := #load("day09-input", string)
// movements := strings.split(strings.trim_space(input_file), "\n")
// num_mov := len(movements)
// visited := make([dynamic]Loc, 0, num_mov)
// defer delete(visited)
// append(&visited, Loc{0, 0})
// visited2 := make([dynamic]Loc, 0, num_mov)
// defer delete(visited2)
// append(&visited2, Loc{0, 0})
// mov := Moves.ErrDir
// dist := 0
// rope: [10]RopeLink = {}
// // for i in 0..<10 { // Everything is initialized as 0 so this isn't needed.
// // rope[i] = RopeLink {}
// // }
// rope[1].visited = &visited
// rope[9].visited = &visited2
// for mov_line in movements {
// // using Moves
// mov, dist = get_mov(mov_line)
// #partial switch mov {
// case .ErrDir:
// println("Error parsing direction:", mov)
// case .ErrDist:
// println("Error parsing distance:", mov)
// }
// move_rope(&rope, mov, dist)
// }
// println("Rope Link 1 visited", len(visited), "locations.")
// println("Rope Link 9 visited", len(visited2), "locations.")
// }
{
// Constants
WIN: rl.Vector2 = {1280, 720}
SPEED: f32 = 40
ROPE_SPEED: f32 = 10
// Init Window BEFORE other Raylib operations like importing models and shaders
rl.InitWindow(i32(WIN.x), i32(WIN.y), "Day 09: Rope Bridge")
player_pos: rl.Vector3 = {0, 0, 0}
dist_player: f32 = 0
// These are the unicode characters I used in the Rust/WASM version
// here in case I find a way to use them.
// ---
// HEAD: = "🐙"
// LINK: = "🐠"
// LNK1: = "🦑"
// LNK9: = "🦑"
// VIS1: = "🖤"
// VIS9: = "💦"
input_file := #load("day09-input", string)
movements := strings.split(strings.trim_space(input_file), "\n")
num_mov := len(movements)
visited := make([dynamic]Loc, 0, num_mov)
defer delete(visited)
append(&visited, Loc{0, 0})
visited2 := make([dynamic]Loc, 0, num_mov)
defer delete(visited2)
append(&visited2, Loc{0, 0})
DrawMe :: enum {
None,
First,
Last,
Both,
}
DrawMeSOA :: struct {
loc: Loc,
draw_me: DrawMe,
pos: rl.Vector3,
}
visited_draw: #soa[dynamic]DrawMeSOA
visited_draw = make_soa(#soa[dynamic]DrawMeSOA, 0, num_mov * num_mov)
defer delete_soa(visited_draw)
visited_mat4 := make([dynamic]# row_major matrix[4, 4]f32, 0, num_mov * num_mov)
defer delete(visited_mat4)
visited_tex_offset := make([dynamic]f32, 0, 1000)
defer delete(visited_tex_offset)
mov := Moves.ErrDir
dist := 0
rope: [10]RopeLink = {}
rope_anim: #soa[10]RopeAnimSOA = {}
for i in 0 ..< 10 {
rope[i] = RopeLink{Loc{0, 0}, false, nil}
rope_anim[i].link = &rope[i]
}
rope[1].visited = &visited
rope[9].visited = &visited2
// Shaders
rope_trail_shader := rl.LoadShader(
"res/shaders/rope_trail_instanced.vs",
"res/shaders/rope_trail_instanced.fs",
)
// defer rl.UnloadShader(rope_trail_shader) // This Segfaults. Turns out it's automatic.
rope_trail_shader.locs[SLI.MATRIX_MVP] = i32(
rl.GetShaderLocation(rope_trail_shader, "mvp"),
)
rope_trail_shader.locs[SLI.MATRIX_MODEL] = i32(
rl.GetShaderLocationAttrib(rope_trail_shader, "instance"),
)
rope_trail_shader_yOffset := rl.GetShaderLocation(rope_trail_shader, "yOffset")
rope_trail_shader.locs[SLI.MATRIX_VIEW] = i32(
rl.GetShaderLocation(rope_trail_shader, "view"),
)
rope_trail_shader.locs[SLI.MATRIX_PROJECTION] = i32(
rl.GetShaderLocation(rope_trail_shader, "projection"),
)
player_shader := rl.LoadShader("res/shaders/player.vs", "res/shaders/player.fs")
player_shader.locs[SLI.MATRIX_MVP] = i32(rl.GetShaderLocation(player_shader, "mvp"))
player_shader.locs[SLI.MATRIX_VIEW] = i32(rl.GetShaderLocation(player_shader, "view"))
player_shader.locs[SLI.MATRIX_PROJECTION] = i32(
rl.GetShaderLocation(player_shader, "projection"),
)
// Shaders list
shaders: []rl.Shader = {player_shader, rope_trail_shader}
//Textures
textures := [?]rl.Texture {
rl.LoadTexture("CubeTex.png"),
rl.LoadTexture("cube-color-atlas.png"),
rl.LoadTextureFromImage(rl.GenImageColor(256, 256, rl.RED)),
rl.LoadTextureFromImage(rl.GenImageColor(256, 256, rl.ORANGE)),
rl.LoadTextureFromImage(rl.GenImageColor(256, 256, rl.GOLD)),
rl.LoadTextureFromImage(rl.GenImageColor(256, 256, rl.GREEN)),
rl.LoadTextureFromImage(rl.GenImageColor(256, 256, rl.DARKBLUE)),
rl.LoadTextureFromImage(rl.GenImageColor(256, 256, rl.PURPLE)),
}
TexEnum :: enum {
None,
Player,
Rope,
Red,
Orange,
Gold,
Green,
DarkBlue,
Purple,
}
Tex := [TexEnum]int {
.None = 0,
.Player = 1,
.Rope = 2,
.Red = 3,
.Orange = 4,
.Gold = 5,
.Green = 6,
.DarkBlue = 7,
.Purple = 8,
}
// Colors
colors: []rl.Color = {rl.WHITE}
// Load Models
player := rl.LoadModel("cube-1x1x1.obj")
_ = player // because reasons
// player_tex_bak := cube.materials[0].maps[MMI.ALBEDO].texture // Backup included Texture for no reason
cube := rl.LoadModel("cube-tex-atlas.obj")
// Material Assignments
player_assign := MatAssign{1, Tex[.Player], 1, 0.0}
rope_trail_assign := MatAssign{2, Tex[.Rope], 1, 0.0}
// Fix Cube Materials
cube_mat_helper := gen_materials(
{player_assign, rope_trail_assign},// it seems you must keep the vars you point to in scope. makes sense
shaders,
textures[:],
colors,
)
defer delete_mat_helper(cube_mat_helper)
cube.materials = cube_mat_helper.pointer
// Camera
camera := rl.Camera3D {
position = [3]f32{0, 0, 16},
target = [3]f32{0, 0, 0},
up = [3]f32{0, 1, 0},
fovy = 90.0,
projection = rl.CameraProjection.PERSPECTIVE,
}
move_cam :: proc(camera: ^rl.Camera3D, target: ^[3]f32) {
camera.position.x = target^.x
camera.position.y = target^.y
camera.target.x = target^.x
camera.target.y = target^.y
}
inst_num := 0
loop_state := 0
dist_current := 0
mov_line := movements[0]
// printf("{}",)
frametime: f32 = f32(1.0 / 60.0)
for !rl.WindowShouldClose() {
frametime = rl.GetFrameTime()
dist_player = frametime * SPEED
if loop_state == 0 {
// initialize rope movement
mov, dist = get_mov(mov_line)
#partial switch mov {
case .ErrDir:
println("Error parsing direction:", mov)
case .ErrDist:
println("Error parsing distance:", mov)
}
move_rope(&rope, mov, dist)
dist_current = dist
loop_state += 1
}
// Move "Player"
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) {player_pos.y += dist_player}
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) {player_pos.y -= dist_player}
if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) {player_pos.x -= dist_player}
if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) {player_pos.x += dist_player}
// offset = (WIN / 2.0) - (RLNK / 2.0) + player_pos
move_cam(&camera, &player_pos)
rl.BeginDrawing()
rl.ClearBackground(rl.BLUE)
rl.BeginMode3D(camera)
// rlgl.PushMatrix() // I don't yet understand this, just trying it
// view_mat := rl.GetCameraMatrix(camera)
if loop_state == 1 {
// animate rope pieces moving
// Screen bounds
units_w: f32 = 30
units_h: f32 = 17
boundL := camera.position.x - units_w
boundR := boundL + (units_w * 2)
boundD := camera.position.y - units_h
boundU := boundD + (units_h * 2)
clear_soa(&visited_draw)
clear(&visited_mat4)
clear(&visited_tex_offset)
for pnt in rope[1].visited {
x := f32(pnt.x)
y := f32(pnt.y)
if x > boundL && x < boundR && y < boundU && y > boundD {
append_soa(
&visited_draw,
DrawMeSOA{pnt, DrawMe.First, rl.Vector3{x, y, 0}},
)
}
}
for pnt in rope[9].visited {
x := f32(pnt.x)
y := f32(pnt.y)
if x > boundL && x < boundR && y < boundU && y > boundD {
found := false
for &visd in visited_draw {
if visd.loc != pnt {continue}
visd.draw_me = DrawMe.Both
found = true
break
}
if !found {append_soa(&visited_draw, DrawMeSOA{pnt, DrawMe.Last, rl.Vector3{x, y, 0}})}
}
}
for &visd in visited_draw {
append(
&visited_mat4,
rl.MatrixTranslate(visd.pos.x, visd.pos.y, visd.pos.z) *
rl.MatrixScale(0.25, 0.25, 0.25),
)
yOffset: f32 = 1022
switch visd.draw_me {
case .Both:
yOffset -= 510
case .Last:
yOffset -= 340
case .First:
yOffset -= 170
case .None:
}
yOffset = yOffset / 1024.0
append(&visited_tex_offset, yOffset)
}
// After including the shader in the material, it now renders correctly!
rl.SetShaderValueV(
rope_trail_shader,
rope_trail_shader_yOffset,
raw_data(visited_tex_offset),
SUDT.FLOAT,
i32(len(visited_tex_offset)),
)
rl.BeginShaderMode(rope_trail_shader)
rl.DrawMeshInstanced( // This is the official DrawMeshInstanced that I want to rewrite in Odin
cube.meshes[0],
cube.materials[1],
raw_data(visited_mat4),
i32(len(visited_mat4)),
)
// Swapping the above for the below still compiles but renders nothing.
// draw_mesh_instanced(cube.meshes[0], cube.materials[1], &visited_mat4)
rl.EndShaderMode()
for i := 9; i >= 0; i -= 1 {
r_to := loc_vec(rope_anim[i].link.loc)
tdist := linalg.distance(rope_anim[i].anim, r_to)
// println(tdist)
if tdist <= 0.00001 {
rope_anim[i].step = f32(0)
rope_anim[i].anim = r_to
rope_anim[i].prev = r_to
} else {
rope_anim[i].step += (f32(ROPE_SPEED) / f32(dist_current)) * frametime
rope_anim[i].anim = linalg.lerp(
rope_anim[i].prev,
r_to,
linalg.smootherstep(f32(0), f32(1), rope_anim[i].step),
)
// println("rspd[i]:",rspd[i])
}
// println(rprv[i], r_to, rpos[i], rspd[i])
// pos := (rpos[i] * 50.0) // + win_offset
// rl.DrawCircleV(pos, 20.0, rl.GREEN)
pick_color :: proc(i: int) -> rl.Color {
switch i {
case 0:
return rl.ORANGE
case 1, 9:
return rl.PURPLE
case:
return rl.GREEN
}
}
rl.DrawCubeV(rope_anim[i].anim, {f32(1), f32(1), f32(1)}, pick_color(i))
}
rope_moved := true
for i := 9; i >= 0; i -= 1 {
rope_moved = rope_moved && (rope_anim[i].prev == loc_vec(rope[i].loc))
if !rope_moved {break}
}
if rope_moved {
loop_state += 1
}
}
if loop_state == 2 {
// animation finished
// reset the loop state
loop_state = 0
inst_num += 1
if inst_num < len(movements) {
mov_line = movements[inst_num]
} else {
loop_state = 3
}
}
rl.BeginShaderMode(player_shader)
// rl.DrawCubeV(player_pos, RLNK, rl.RED)
rl.DrawMesh(
cube.meshes[0],
cube.materials[0],
rl.Matrix(linalg.matrix4_translate_f32(player_pos)),
)
rl.EndShaderMode()
// rlgl.PopMatrix() // Pushing after Begin and Popping before End, makes sense? Must read docs ... which are for C, slight differences...
rl.EndMode3D()
rl.EndDrawing()
}
rl.CloseWindow()
}
}
Moves :: enum {
Up,
Dn,
Lt,
Rt,
ErrDir,
ErrDist,
}
get_mov :: proc(mov: string) -> (Moves, int) {
// using Moves
tmp := strings.split(mov, " ")
if len(tmp) == 2 {
dist, ok := parse_int(tmp[1])
if ok {
mov: Moves = .ErrDir
switch tmp[0] {
case "U":
mov = .Up
case "D":
mov = .Dn
case "L":
mov = .Lt
case "R":
mov = .Rt
}
return mov, dist
}
}
return .ErrDist, 0
}
Loc :: struct {
x: int,
y: int,
}
loc_vec :: proc(loc: Loc) -> rl.Vector3 {
return {f32(loc.x), f32(loc.y), f32(0)}
}
RopeLink :: struct {
loc: Loc,
moved: bool,
visited: ^[dynamic]Loc, // Leave this null to not keep track of this link
}
RopeAnimSOA :: struct {
link: ^RopeLink,
prev: rl.Vector3,
anim: rl.Vector3,
step: f32,
}
move_rope :: proc(rope: ^[10]RopeLink, mov: Moves, dist: int) {
dist := dist
head := &rope[0]
// using Moves
switch mov {
case .ErrDir, .ErrDist:
println("Move instruction passed to move_rope is invalid:", mov)
case .Up, .Dn, .Lt, .Rt:
dist -= 1
#partial switch mov {
case .Up:
head.loc.y += 1
case .Dn:
head.loc.y -= 1
case .Lt:
head.loc.x -= 1
case .Rt:
head.loc.x += 1
}
}
for i in 1 ..< len(rope) {
move_tail(&rope[i - 1], &rope[i])
}
if dist > 0 {
move_rope(rope, mov, dist)
}
}
move_tail :: proc(head: ^RopeLink, tail: ^RopeLink) {
xda := abs(head.loc.x - tail.loc.x)
yda := abs(head.loc.y - tail.loc.y)
if (xda < 2) && (yda < 2) {
return
}
xda = xda > 0 ? 1 : 0
yda = yda > 0 ? 1 : 0
move_link(
tail,
xda * (head.loc.x < tail.loc.x ? -1 : 1),
yda * (head.loc.y < tail.loc.y ? -1 : 1),
)
}
move_link :: proc(link: ^RopeLink, xd: int, yd: int) {
link^.moved = (xd != 0) || (yd != 0)
link^.loc.x += xd
link^.loc.y += yd
if link^.moved && (link^.visited != nil) && !slice.contains(link^.visited[:], link^.loc) {
append(link^.visited, link^.loc)
}
}