Dengine/src/WorldTraveller.c

212 lines
6.0 KiB
C
Raw Normal View History

#include <Dengine/AssetManager.h>
#include <Dengine/Math.h>
2016-06-16 14:14:58 +00:00
#include <WorldTraveller/WorldTraveller.h>
void updateBufferObject(GLuint vbo, v4 texNDC)
{
// TODO(doyle): We assume that vbo and vao are assigned
v4 vertices[] = {
// x y s t
{0.0f, 1.0f, texNDC.x, texNDC.y}, // Top left
{0.0f, 0.0f, texNDC.x, texNDC.w}, // Bottom left
{1.0f, 1.0f, texNDC.z, texNDC.y}, // Top right
{1.0f, 0.0f, texNDC.z, texNDC.w}, // Bottom right
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// TODO(doyle): glBufferSubData
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
2016-06-17 14:40:40 +00:00
void worldTraveller_gameInit(GameState *state)
2016-06-16 14:14:58 +00:00
{
/* Initialise assets */
asset_loadTextureImage(
2016-06-18 10:45:14 +00:00
"data/textures/WorldTraveller/TerraSprite.png", texlist_hero);
2016-06-17 14:40:40 +00:00
glCheckError();
asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl", shaderlist_sprite);
2016-06-17 14:40:40 +00:00
glCheckError();
state->state = state_active;
state->heroLastDirection = direction_east;
2016-06-17 14:40:40 +00:00
2016-06-18 10:45:14 +00:00
/* Init hero */
Entity *hero = &state->hero;
hero->tex = asset_getTexture(texlist_hero);
hero->size = V2(91.0f, 146.0f);
hero->pos = V2(0.0f, 0.0f);
2016-06-18 10:45:14 +00:00
Texture *heroSheet = hero->tex;
2016-06-18 10:45:14 +00:00
v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height);
if (sheetSize.x != sheetSize.y)
{
printf(
"worldTraveller_gameInit() warning: Sprite sheet is not square: "
"%dx%dpx\n",
CAST(i32) sheetSize.w, CAST(i32) sheetSize.h);
2016-06-18 10:45:14 +00:00
}
f32 ndcFactor = sheetSize.w;
v2 heroStartPixel = V2(219.0f, 498.0f);
v4 heroRect = V4(heroStartPixel.x,
heroStartPixel.y,
heroStartPixel.x + hero->size.w,
heroStartPixel.y - hero->size.h);
2016-06-18 10:45:14 +00:00
v4 heroTexNDC = v4_scale(heroRect, 1.0f/ndcFactor);
2016-06-18 10:45:14 +00:00
2016-06-17 14:40:40 +00:00
/* Init renderer */
Renderer *renderer = &state->renderer;
renderer->shader = asset_getShader(shaderlist_sprite);
shader_use(renderer->shader);
const mat4 projection = mat4_ortho(0.0f, CAST(f32) state->width, 0.0f,
CAST(f32) state->height, 0.0f, 1.0f);
shader_uniformSetMat4fv(renderer->shader, "projection", projection);
glCheckError();
2016-06-17 14:40:40 +00:00
// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
// vertices v0, v1, v2, then v2, v1, v3 (note the order)
v4 vertices[] = {
// x y s t
{0.0f, 1.0f, heroTexNDC.x, heroTexNDC.y}, // Top left
{0.0f, 0.0f, heroTexNDC.x, heroTexNDC.w}, // Bottom left
{1.0f, 1.0f, heroTexNDC.z, heroTexNDC.y}, // Top right
{1.0f, 0.0f, heroTexNDC.z, heroTexNDC.w}, // Bottom right
2016-06-17 14:40:40 +00:00
};
/* Create buffers */
glGenVertexArrays(1, &renderer->vao);
glGenBuffers(1, &renderer->vbo);
2016-06-17 14:40:40 +00:00
glCheckError();
/* Bind buffers */
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
glBindVertexArray(renderer->vao);
2016-06-17 14:40:40 +00:00
/* Configure VBO */
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glCheckError();
/* Configure VAO */
const GLuint numVertexElements = 4;
const GLuint vertexSize = sizeof(v4);
2016-06-17 14:40:40 +00:00
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
(GLvoid *)0);
glCheckError();
/* Unbind */
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glCheckError();
2016-06-16 14:14:58 +00:00
}
2016-06-17 14:40:40 +00:00
INTERNAL void parseInput(GameState *state, const f32 dt)
2016-06-16 14:14:58 +00:00
{
2016-06-17 08:11:23 +00:00
/*
Equations of Motion
f(t) = position m
f'(t) = velocity m/s
f"(t) = acceleration m/s^2
The user supplies an acceleration, a, and by integrating
f"(t) = a, where a is a constant, acceleration
f'(t) = a*t + v, where v is a constant, old velocity
f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position
*/
v2 ddPos = V2(0, 0);
2016-06-16 14:14:58 +00:00
2016-06-17 14:40:40 +00:00
if (state->keys[GLFW_KEY_SPACE])
2016-06-16 14:14:58 +00:00
{
}
2016-06-17 14:40:40 +00:00
if (state->keys[GLFW_KEY_RIGHT])
2016-06-16 14:14:58 +00:00
{
2016-06-17 08:11:23 +00:00
ddPos.x = 1.0f;
state->heroLastDirection = direction_east;
2016-06-17 08:11:23 +00:00
}
2016-06-17 14:40:40 +00:00
if (state->keys[GLFW_KEY_LEFT])
2016-06-17 08:11:23 +00:00
{
ddPos.x = -1.0f;
state->heroLastDirection = direction_west;
2016-06-17 08:11:23 +00:00
}
2016-06-17 14:40:40 +00:00
if (state->keys[GLFW_KEY_UP])
2016-06-17 08:11:23 +00:00
{
ddPos.y = 1.0f;
2016-06-16 14:14:58 +00:00
}
2016-06-17 14:40:40 +00:00
if (state->keys[GLFW_KEY_DOWN])
2016-06-16 14:14:58 +00:00
{
2016-06-17 08:11:23 +00:00
ddPos.y = -1.0f;
2016-06-16 14:14:58 +00:00
}
2016-06-17 08:11:23 +00:00
if (ddPos.x != 0.0f && ddPos.y != 0.0f)
{
// NOTE(doyle): Cheese it and pre-compute the vector for diagonal using
// pythagoras theorem on a unit triangle
// 1^2 + 1^2 = c^2
ddPos = v2_scale(ddPos, 0.70710678118f);
2016-06-17 08:11:23 +00:00
}
2016-06-17 14:40:40 +00:00
f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
if (state->keys[GLFW_KEY_LEFT_SHIFT])
{
heroSpeed = CAST(f32)(22.0f * 5.0f * METERS_TO_PIXEL);
}
ddPos = v2_scale(ddPos, heroSpeed);
2016-06-17 08:11:23 +00:00
// TODO(doyle): Counteracting force on player's acceleration is arbitrary
2016-06-17 14:40:40 +00:00
Entity *hero = &state->hero;
ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
2016-06-17 08:11:23 +00:00
/*
NOTE(doyle): Calculate new position from acceleration with old velocity
new Position = (a/2) * (t^2) + (v*t) + p,
acceleration = (a/2) * (t^2)
old velocity = (v*t)
*/
v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), squared(dt));
v2 dPos = v2_scale(hero->dPos, dt);
v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos);
2016-06-17 08:11:23 +00:00
// f'(t) = curr velocity = a*t + v, where v is old velocity
hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
2016-06-17 14:40:40 +00:00
hero->pos = newHeroP;
2016-06-16 14:14:58 +00:00
}
2016-06-17 14:40:40 +00:00
void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
2016-06-16 14:14:58 +00:00
{
2016-06-17 14:40:40 +00:00
/* Update */
parseInput(state, dt);
glCheckError();
Entity *hero = &state->hero;
Texture *heroSheet = hero->tex;
f32 ndcFactor = CAST(f32)heroSheet->width;
v2 heroStartPixel = V2(219.0f, 498.0f); // direction == east
if (state->heroLastDirection == direction_west)
heroStartPixel = V2(329.0f, 498.0f);
v4 heroRect = V4(heroStartPixel.x,
heroStartPixel.y,
heroStartPixel.x + hero->size.w,
heroStartPixel.y - hero->size.h);
v4 heroTexNDC = v4_scale(heroRect, 1.0f/ndcFactor);
updateBufferObject(state->renderer.vbo, heroTexNDC);
2016-06-17 14:40:40 +00:00
/* Render */
renderer_entity(&state->renderer, &state->hero, 0.0f, V3(0, 0, 0));
2016-06-17 14:40:40 +00:00
// TODO(doyle): Clean up lines
// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
2016-06-16 14:14:58 +00:00
}
2016-06-17 14:40:40 +00:00