Fix triangle rendering and wireframe
This commit is contained in:
+94
-67
@@ -42,10 +42,7 @@ void initAssetManager(GameState *state)
|
||||
|
||||
i32 result =
|
||||
asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
|
||||
|
||||
if (result) {
|
||||
ASSERT(TRUE);
|
||||
}
|
||||
if (result) ASSERT(TRUE);
|
||||
}
|
||||
|
||||
void initRenderer(GameState *state, v2 windowSize) {
|
||||
@@ -76,11 +73,12 @@ void initRenderer(GameState *state, v2 windowSize) {
|
||||
glGenBuffers(ARRAY_COUNT(renderer->vbo), renderer->vbo);
|
||||
GL_CHECK_ERROR();
|
||||
|
||||
// Bind buffers and configure vao, vao automatically intercepts
|
||||
// glBindCalls and associates the state with that buffer for us
|
||||
for (enum RenderMode mode = 0; mode < rendermode_count; mode++)
|
||||
{
|
||||
// Bind buffers and configure vao, vao automatically intercepts
|
||||
// glBindCalls and associates the state with that buffer for us
|
||||
glBindVertexArray(renderer->vao[rendermode_quad]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[rendermode_quad]);
|
||||
glBindVertexArray(renderer->vao[mode]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[mode]);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
u32 numVertexElements = 4;
|
||||
@@ -92,20 +90,6 @@ void initRenderer(GameState *state, v2 windowSize) {
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
{
|
||||
glBindVertexArray(renderer->vao[rendermode_triangle]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[rendermode_triangle]);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
u32 numVertexElements = 3;
|
||||
u32 stride = sizeof(Vertex);
|
||||
|
||||
glVertexAttribPointer(0, numVertexElements, GL_FLOAT,
|
||||
GL_FALSE, stride, (GLvoid *)0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
/* Unbind */
|
||||
GL_CHECK_ERROR();
|
||||
|
||||
@@ -183,37 +167,44 @@ INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
|
||||
void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
v2 windowSize, f32 dt)
|
||||
{
|
||||
if (!state->init) {
|
||||
if (!state->init)
|
||||
{
|
||||
|
||||
memory_arenaInit(&state->persistentArena, memory->persistent,
|
||||
memory->persistentSize);
|
||||
memory_arenaInit(&state->transientArena, memory->transient,
|
||||
memory->transientSize);
|
||||
|
||||
initAssetManager(state);
|
||||
initRenderer(state, windowSize);
|
||||
|
||||
state->pixelsPerMeter = 70.0f;
|
||||
|
||||
{ // Init ship entity
|
||||
Entity *ship = &state->entityList[state->entityIndex++];
|
||||
ship->id = 0;
|
||||
ship->pos = V2(100.0f, 100.0f);
|
||||
ship->hitbox = V2(100.0f, 100.0f);
|
||||
ship->size = V2(100.0f, 100.0f);
|
||||
ship->scale = 1;
|
||||
ship->type = entitytype_ship;
|
||||
ship->direction = direction_null;
|
||||
ship->tex = NULL;
|
||||
ship->collides = FALSE;
|
||||
Entity *ship = &state->entityList[state->entityIndex++];
|
||||
ship->id = 0;
|
||||
ship->pos = V2(100, 100);
|
||||
ship->size = V2(25.0f, 50.0f);
|
||||
ship->hitbox = ship->size;
|
||||
ship->offset = v2_scale(ship->size, 0.5f);
|
||||
ship->scale = 1;
|
||||
ship->type = entitytype_ship;
|
||||
ship->direction = direction_null;
|
||||
ship->renderMode = rendermode_triangle;
|
||||
ship->tex = NULL;
|
||||
ship->collides = FALSE;
|
||||
}
|
||||
|
||||
state->camera.pos = V2(0, 0);
|
||||
state->camera.pos = V2(0, 0);
|
||||
state->camera.size = state->renderer.size;
|
||||
state->init = TRUE;
|
||||
|
||||
state->worldSize = windowSize;
|
||||
|
||||
state->init = TRUE;
|
||||
debug_init(&state->persistentArena, windowSize,
|
||||
state->assetManager.font);
|
||||
}
|
||||
|
||||
memory_arenaInit(&state->transientArena, memory->transient,
|
||||
memory->transientSize);
|
||||
|
||||
{
|
||||
KeyState *keys = state->input.keys;
|
||||
for (enum KeyCode code = 0; code < keycode_count; code++)
|
||||
@@ -244,40 +235,40 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
Entity *entity = &state->entityList[i];
|
||||
ASSERT(entity->type != entitytype_invalid);
|
||||
|
||||
v2 pivotPoint = {0};
|
||||
if (entity->type == entitytype_ship) {
|
||||
|
||||
|
||||
v2 acceleration = {0};
|
||||
v2 ddP = {0};
|
||||
if (getKeyStatus(&state->input.keys[keycode_up], readkeytype_repeat,
|
||||
0.0f, dt))
|
||||
{
|
||||
acceleration.y = 1.0f;
|
||||
}
|
||||
// TODO(doyle): Renderer creates upfacing triangles by default,
|
||||
// but we need to offset rotation so that our base "0 degrees"
|
||||
// is right facing for trig to work
|
||||
Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
|
||||
v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
|
||||
|
||||
if (getKeyStatus(&state->input.keys[keycode_down],
|
||||
readkeytype_repeat, 0.0f, dt))
|
||||
{
|
||||
acceleration.y = -1.0f;
|
||||
ddP = v2_normalise(direction);
|
||||
}
|
||||
|
||||
if (getKeyStatus(&state->input.keys[keycode_left],
|
||||
readkeytype_repeat, 0.0f, dt))
|
||||
{
|
||||
acceleration.x = -1.0f;
|
||||
entity->rotation += (120.0f) * dt;
|
||||
}
|
||||
|
||||
if (getKeyStatus(&state->input.keys[keycode_right],
|
||||
readkeytype_repeat, 0.0f, dt))
|
||||
{
|
||||
acceleration.x = 1.0f;
|
||||
entity->rotation -= (120.0f) * dt;
|
||||
}
|
||||
|
||||
if (acceleration.x != 0.0f && acceleration.y != 0.0f)
|
||||
if (ddP.x != 0.0f && ddP.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
|
||||
acceleration = v2_scale(acceleration, 0.70710678118f);
|
||||
ddP = v2_scale(ddP, 0.70710678118f);
|
||||
}
|
||||
|
||||
/*
|
||||
@@ -285,41 +276,77 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
|
||||
newVelocity = a*t + oldVelocity
|
||||
newPos = (a*t^2)/2 + oldVelocity*t + oldPos
|
||||
|
||||
*/
|
||||
|
||||
acceleration = v2_scale(acceleration, state->pixelsPerMeter * 25);
|
||||
ddP = v2_scale(ddP, state->pixelsPerMeter * 25);
|
||||
|
||||
v2 oldVelocity = entity->velocity;
|
||||
v2 resistance = v2_scale(oldVelocity, 4.0f);
|
||||
acceleration = v2_sub(acceleration, resistance);
|
||||
v2 oldDp = entity->dP;
|
||||
v2 resistance = v2_scale(oldDp, 2.0f);
|
||||
ddP = v2_sub(ddP, resistance);
|
||||
|
||||
entity->velocity = v2_add(v2_scale(acceleration, dt), oldVelocity);
|
||||
entity->dP = v2_add(v2_scale(ddP, dt), oldDp);
|
||||
|
||||
v2 halfAcceleration = v2_scale(acceleration, 0.5f);
|
||||
v2 halfAccelerationDtSquared =
|
||||
v2_scale(halfAcceleration, (SQUARED(dt)));
|
||||
v2 oldVelocityDt = v2_scale(oldVelocity, dt);
|
||||
v2 oldPos = entity->pos;
|
||||
entity->pos = v2_add(
|
||||
v2_add(halfAccelerationDtSquared, oldVelocityDt), oldPos);
|
||||
v2 ddPHalf = v2_scale(ddP, 0.5f);
|
||||
v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt)));
|
||||
v2 oldDpDt = v2_scale(oldDp, dt);
|
||||
v2 oldPos = entity->pos;
|
||||
entity->pos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos);
|
||||
|
||||
pivotPoint = v2_scale(entity->size, 0.5f);
|
||||
}
|
||||
|
||||
RenderFlags flags = renderflag_wireframe;
|
||||
renderer_entity(&state->renderer, state->camera, entity, V2(0, 0),
|
||||
0, V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
|
||||
if (entity->pos.y >= state->worldSize.h)
|
||||
{
|
||||
entity->pos.y = 0;
|
||||
}
|
||||
else if (entity->pos.y < 0)
|
||||
{
|
||||
entity->pos.y = state->worldSize.h;
|
||||
}
|
||||
|
||||
if (entity->pos.x >= state->worldSize.w)
|
||||
{
|
||||
entity->pos.x = 0;
|
||||
}
|
||||
else if (entity->pos.x < 0)
|
||||
{
|
||||
entity->pos.x = state->worldSize.w;
|
||||
}
|
||||
|
||||
DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
|
||||
DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
|
||||
DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");
|
||||
|
||||
RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
|
||||
renderer_entity(&state->renderer, state->camera, entity, pivotPoint, 0,
|
||||
V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
|
||||
|
||||
v2 rightAlignedP = v2_add(entity->pos, entity->hitbox);
|
||||
renderer_rect(&state->renderer, state->camera, rightAlignedP, V2(10, 10),
|
||||
V2(0, 0), DEGREES_TO_RADIANS(entity->rotation), NULL,
|
||||
V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
|
||||
|
||||
v2 leftAlignedP = entity->pos;
|
||||
renderer_rect(&state->renderer, state->camera, leftAlignedP, V2(10, 10),
|
||||
V2(0, 0), DEGREES_TO_RADIANS(entity->rotation), NULL,
|
||||
V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
|
||||
}
|
||||
|
||||
TrianglePoints triangle = {0};
|
||||
triangle.points[0] = V2(100, 200);
|
||||
triangle.points[2] = V2(100, 300);
|
||||
triangle.points[1] = V2(200, 100);
|
||||
triangle.points[2] = V2(100, 300);
|
||||
|
||||
LOCAL_PERSIST Radians rotation = 0.0f;
|
||||
rotation += DEGREES_TO_RADIANS(((60.0f) * dt));
|
||||
|
||||
RenderFlags flags = renderflag_wireframe;
|
||||
RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
|
||||
renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0),
|
||||
rotation, NULL, V4(1, 1, 1, 1), flags);
|
||||
|
||||
debug_drawUi(state, dt);
|
||||
debug_clearCounter();
|
||||
|
||||
renderer_renderGroups(&state->renderer);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user