/apps/examples/circle-raster: simple code for grid-centered circle rasterization
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apps/examples/circle-raster/CMakeLists.txt
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apps/examples/circle-raster/CMakeLists.txt
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cmake_minimum_required(VERSION 3.21)
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project(circle-raster LANGUAGES C)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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add_subdirectory($ENV{TWNROOT} $ENV{TWNROOT}/build)
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set(SOURCE_FILES
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game.c
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state.h
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)
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use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})
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apps/examples/circle-raster/data/twn.toml
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apps/examples/circle-raster/data/twn.toml
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# This file contains everything about the engine and your game that can be
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# configured before it runs.
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#
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# Optional settings are commented out, with their default values shown.
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# Invalid values in these settings will be ignored.
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# Data about your game as an application
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[about]
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title = "Template"
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developer = "You"
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app_id = "template"
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dev_id = "you"
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# Game runtime details
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[game]
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resolution = [ 640, 480 ]
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#debug = true
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# Engine tweaks. You probably don't need to change these
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[engine]
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#ticks_per_second = 60 # minimum of 8
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#keybind_slots = 3 # minimum of 1
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#texture_atlas_size = 2048 # minimum of 32
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#font_texture_size = 2048 # minimum of 1024
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#font_oversampling = 4 # minimum of 0
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#font_filtering = "linear" # possible values: "nearest", "linear"
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apps/examples/circle-raster/game.c
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apps/examples/circle-raster/game.c
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#include "twn_game_api.h"
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#include "state.h"
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#include <malloc.h>
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#include <math.h>
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/* Emits `x` and `y` for every intersecting cell */
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/* We snap position to the nearest corner, which means there's no aliasing */
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/* It works great for integer radii */
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#define m_iter_circle_pixels(p_center_x, p_center_y, p_radius) \
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for (float y = (p_center_y + ceilf(p_radius)) - 1; y > (p_center_y - ceilf(p_radius)) - 1; --y) \
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for (float x = p_center_x - ceilf(sqrtf(p_radius * p_radius - (y - p_center_y + (y <= p_center_y)) * (y - p_center_y + (y <= p_center_y)))); x < p_center_x + ceilf(sqrtf(p_radius * p_radius - (y - p_center_y + (y <= p_center_y)) * (y - p_center_y + (y <= p_center_y)))); ++x)
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void game_tick(void) {
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if (ctx.initialization_needed) {
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if (!ctx.udata) {
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ctx.udata = ccalloc(1, sizeof (struct state));
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struct state *state = ctx.udata;
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state->r = 10;
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}
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}
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struct state *state = ctx.udata;
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Vec2 const mouse_snap = {floorf(ctx.mouse_position.x / 8) * 8, floorf(ctx.mouse_position.y / 8) * 8};
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input_action("up", CONTROL_LEFT_MOUSE);
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input_action("down", CONTROL_RIGHT_MOUSE);
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if (input_action_just_pressed("up"))
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state->r += 1;
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if (input_action_just_pressed("down"))
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state->r -= 1;
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float const rs = state->r * state->r;
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float const cr = ceilf(state->r);
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for (float iy = cr - 1; iy > -cr - 1; --iy) {
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float const dx = ceilf(sqrtf(rs - (iy + (iy <= 0)) * (iy + (iy <= 0))));
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for (float ix = -dx; ix < dx; ++ix) {
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draw_box((Rect){mouse_snap.x + ix * 8, mouse_snap.y + iy * 8, 8, 8}, 1, (Color){255, 0, 0, 125});
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}
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}
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draw_circle(mouse_snap, state->r * 8, (Color){125, 125, 125, 125});
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}
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void game_end(void) {
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/* do your deinitialization here */
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struct state *state = ctx.udata;
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free(state);
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}
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apps/examples/circle-raster/state.h
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apps/examples/circle-raster/state.h
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#ifndef STATE_H
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#define STATE_H
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#include "twn_game_api.h"
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struct state {
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float r;
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};
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#endif
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