Add basic start screen
Adding a start screen led to cleaning up some initialisation processes. Dengine now formally initialises subsystems from the respective .h files instead of ad-hoc from the main game file.
This commit is contained in:
		
							parent
							
								
									c61b2022ce
								
							
						
					
					
						commit
						2fb2e6db5b
					
				| @ -22,6 +22,34 @@ | ||||
| #include "Dengine/OpenGL.h" | ||||
| #include "Dengine/Platform.h" | ||||
| 
 | ||||
| void asset_init(AssetManager *assetManager, MemoryArena_ *arena) | ||||
| { | ||||
| 	i32 texAtlasEntries         = 8; | ||||
| 	assetManager->texAtlas.size = texAtlasEntries; | ||||
| 	assetManager->texAtlas.entries = | ||||
| 	    memory_pushBytes(arena, texAtlasEntries * sizeof(HashTableEntry)); | ||||
| 
 | ||||
| 	i32 animEntries          = 1024; | ||||
| 	assetManager->anims.size = animEntries; | ||||
| 	assetManager->anims.entries = | ||||
| 	    memory_pushBytes(arena, animEntries * sizeof(HashTableEntry)); | ||||
| 
 | ||||
| 	i32 texEntries              = 32; | ||||
| 	assetManager->textures.size = texEntries; | ||||
| 	assetManager->textures.entries = | ||||
| 	    memory_pushBytes(arena, texEntries * sizeof(HashTableEntry)); | ||||
| 
 | ||||
| 	/* Create empty 1x1 4bpp black texture */ | ||||
| 	u32 bitmap   = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0); | ||||
| 	Texture *tex = asset_getFreeTexSlot(assetManager, arena, "nullTex"); | ||||
| 	*tex         = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap)); | ||||
| 
 | ||||
| 	i32 audioEntries         = 32; | ||||
| 	assetManager->audio.size = audioEntries; | ||||
| 	assetManager->audio.entries = | ||||
| 	    memory_pushBytes(arena, audioEntries * sizeof(HashTableEntry)); | ||||
| } | ||||
| 
 | ||||
| /*
 | ||||
|  ********************************* | ||||
|  * Hash Table Operations | ||||
|  | ||||
							
								
								
									
										263
									
								
								src/Asteroid.c
									
									
									
									
									
								
							
							
						
						
									
										263
									
								
								src/Asteroid.c
									
									
									
									
									
								
							| @ -1,32 +1,12 @@ | ||||
| #include "Dengine/Asteroid.h" | ||||
| #include "Dengine/Debug.h" | ||||
| 
 | ||||
| void initAssetManager(GameState *state) | ||||
| INTERNAL void loadGameAssets(GameState *state) | ||||
| { | ||||
| 	AssetManager *assetManager = &state->assetManager; | ||||
| 	MemoryArena_ *arena        = &state->persistentArena; | ||||
| 
 | ||||
| 	i32 texAtlasEntries         = 8; | ||||
| 	assetManager->texAtlas.size = texAtlasEntries; | ||||
| 	assetManager->texAtlas.entries = | ||||
| 	    memory_pushBytes(arena, texAtlasEntries * sizeof(HashTableEntry)); | ||||
| 
 | ||||
| 	i32 animEntries          = 1024; | ||||
| 	assetManager->anims.size = animEntries; | ||||
| 	assetManager->anims.entries = | ||||
| 	    memory_pushBytes(arena, animEntries * sizeof(HashTableEntry)); | ||||
| 
 | ||||
| 	{ // Init texture assets
 | ||||
| 		i32 texEntries              = 32; | ||||
| 		assetManager->textures.size = texEntries; | ||||
| 		assetManager->textures.entries = | ||||
| 		    memory_pushBytes(arena, texEntries * sizeof(HashTableEntry)); | ||||
| 
 | ||||
| 		/* Create empty 1x1 4bpp black texture */ | ||||
| 		u32 bitmap   = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0); | ||||
| 		Texture *tex = asset_getFreeTexSlot(assetManager, arena, "nullTex"); | ||||
| 		*tex         = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap)); | ||||
| 
 | ||||
| 	{ // Init font assets
 | ||||
| 		i32 result = | ||||
| 		    asset_loadTTFont(assetManager, arena, &state->transientArena, | ||||
| 		                     "C:/Windows/Fonts/Arialbd.ttf", "Arial", 15); | ||||
| @ -43,12 +23,6 @@ void initAssetManager(GameState *state) | ||||
| 	} | ||||
| 
 | ||||
| 	{ // Init audio assets
 | ||||
| 
 | ||||
| 		i32 audioEntries         = 32; | ||||
| 		assetManager->audio.size = audioEntries; | ||||
| 		assetManager->audio.entries = | ||||
| 		    memory_pushBytes(arena, audioEntries * sizeof(HashTableEntry)); | ||||
| 
 | ||||
| 		i32 result = asset_loadVorbis(assetManager, arena, | ||||
| 		                              "data/audio/Asteroids/bang_large.ogg", | ||||
| 		                              "bang_large"); | ||||
| @ -88,66 +62,6 @@ void initAssetManager(GameState *state) | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| void initRenderer(GameState *state, v2 windowSize) | ||||
| { | ||||
| 	AssetManager *assetManager = &state->assetManager; | ||||
| 	Renderer *renderer         = &state->renderer; | ||||
| 	renderer->size             = windowSize; | ||||
| 
 | ||||
| 	// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
 | ||||
| 	renderer->vertexNdcFactor = | ||||
| 	    V2(1.0f / renderer->size.w, 1.0f / renderer->size.h); | ||||
| 	renderer->groupIndexForVertexBatch = -1; | ||||
| 
 | ||||
| 	const mat4 projection = | ||||
| 	    mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f); | ||||
| 	for (i32 i = 0; i < shaderlist_count; i++) | ||||
| 	{ | ||||
| 		renderer->shaderList[i] = asset_getShader(assetManager, i); | ||||
| 		shader_use(renderer->shaderList[i]); | ||||
| 		shader_uniformSetMat4fv(renderer->shaderList[i], "projection", | ||||
| 		                        projection); | ||||
| 		GL_CHECK_ERROR(); | ||||
| 	} | ||||
| 
 | ||||
| 	renderer->activeShaderId = renderer->shaderList[shaderlist_default]; | ||||
| 	GL_CHECK_ERROR(); | ||||
| 
 | ||||
| 	/* Create buffers */ | ||||
| 	glGenVertexArrays(ARRAY_COUNT(renderer->vao), renderer->vao); | ||||
| 	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++) | ||||
| 	{ | ||||
| 		glBindVertexArray(renderer->vao[mode]); | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[mode]); | ||||
| 
 | ||||
| 		glEnableVertexAttribArray(0); | ||||
| 		u32 numVertexElements = 4; | ||||
| 		u32 stride            = sizeof(RenderVertex); | ||||
| 
 | ||||
| 		glVertexAttribPointer(0, numVertexElements, GL_FLOAT, | ||||
| 		                      GL_FALSE, stride, (GLvoid *)0); | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, 0); | ||||
| 		glBindVertexArray(0); | ||||
| 	} | ||||
| 
 | ||||
| 	/* Unbind */ | ||||
| 	GL_CHECK_ERROR(); | ||||
| 
 | ||||
| 	// TODO(doyle): Lazy allocate render group capacity
 | ||||
| 	renderer->groupCapacity = 4096; | ||||
| 	for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++) | ||||
| 	{ | ||||
| 		renderer->groups[i].vertexList = | ||||
| 		    memory_pushBytes(&state->persistentArena, | ||||
| 		                     renderer->groupCapacity * sizeof(RenderVertex)); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| #include <stdlib.h> | ||||
| #include <time.h> | ||||
| v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations, | ||||
| @ -434,19 +348,19 @@ INTERNAL void addAsteroidWithSpec(World *world, enum AsteroidSize asteroidSize, | ||||
| 		// generated
 | ||||
| 		// to float back into game space
 | ||||
| 		v2 newP = V2i(randX, randY); | ||||
| 		if (math_pointInRect(topLeftQuadrant, newP)) | ||||
| 		if (math_rect_contains_p(topLeftQuadrant, newP)) | ||||
| 		{ | ||||
| 			newP.y += midpoint.y; | ||||
| 		} | ||||
| 		else if (math_pointInRect(botLeftQuadrant, newP)) | ||||
| 		else if (math_rect_contains_p(botLeftQuadrant, newP)) | ||||
| 		{ | ||||
| 			newP.x -= midpoint.x; | ||||
| 		} | ||||
| 		else if (math_pointInRect(topRightQuadrant, newP)) | ||||
| 		else if (math_rect_contains_p(topRightQuadrant, newP)) | ||||
| 		{ | ||||
| 			newP.y -= midpoint.y; | ||||
| 		} | ||||
| 		else if (math_pointInRect(botRightQuadrant, newP)) | ||||
| 		else if (math_rect_contains_p(botRightQuadrant, newP)) | ||||
| 		{ | ||||
| 			newP.x += midpoint.x; | ||||
| 		} | ||||
| @ -556,22 +470,11 @@ INTERNAL void deleteEntity(World *world, i32 entityIndex) | ||||
| 	world->entityList[--world->entityIndex] = emptyEntity; | ||||
| } | ||||
| 
 | ||||
| void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, | ||||
|                                   v2 windowSize, f32 dt) | ||||
| INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt) | ||||
| { | ||||
| 	MemoryIndex globalTransientArenaSize = | ||||
| 	    (MemoryIndex)((f32)memory->transientSize * 0.5f); | ||||
| 	memory_arenaInit(&state->transientArena, memory->transient, | ||||
| 	                 globalTransientArenaSize); | ||||
| 
 | ||||
| 	World *world = &state->world; | ||||
| 	if (!state->init) | ||||
| 	if (!world->init) | ||||
| 	{ | ||||
| 		srand((u32)time(NULL)); | ||||
| 		initAssetManager(state); | ||||
| 		initRenderer(state, windowSize); | ||||
| 		audio_init(&state->audioManager); | ||||
| 
 | ||||
| 		world->pixelsPerMeter = 70.0f; | ||||
| 
 | ||||
| 		MemoryIndex entityArenaSize = | ||||
| @ -580,6 +483,10 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, | ||||
| 		u8 *arenaBase = state->transientArena.base + state->transientArena.size; | ||||
| 		memory_arenaInit(&world->entityArena, arenaBase, entityArenaSize); | ||||
| 
 | ||||
| 		world->camera.min               = V2(0, 0); | ||||
| 		world->camera.max               = state->renderer.size; | ||||
| 		world->worldSize                = state->renderer.size; | ||||
| 
 | ||||
| 		{ // Init null entity
 | ||||
| 			Entity *nullEntity = &world->entityList[world->entityIndex++]; | ||||
| 			nullEntity->id     = world->entityIdCounter++; | ||||
| @ -598,7 +505,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, | ||||
| 		{ // Init ship entity
 | ||||
| 			Entity *ship = &world->entityList[world->entityIndex++]; | ||||
| 			ship->id     = world->entityIdCounter++; | ||||
| 			ship->pos        = V2(100, 100); | ||||
| 			ship->pos    = math_rect_get_centre(world->camera); | ||||
| 			ship->size   = V2(25.0f, 50.0f); | ||||
| 			ship->hitbox = ship->size; | ||||
| 			ship->offset = v2_scale(ship->size, -0.5f); | ||||
| @ -636,20 +543,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, | ||||
| 			                 entitytype_asteroid_large, TRUE); | ||||
| 		} | ||||
| 
 | ||||
| 		world->camera.min = V2(0, 0); | ||||
| 		world->camera.max = state->renderer.size; | ||||
| 		world->worldSize  = windowSize; | ||||
| 		world->init                     = TRUE; | ||||
| 		world->onInitAsteroidSpawnTimer = 1.0f; | ||||
| 
 | ||||
| 		state->init       = TRUE; | ||||
| 
 | ||||
| 		Font *arial15 = asset_getFont(&state->assetManager, "Arial", 15); | ||||
| 		debug_init(&state->persistentArena, windowSize, *arial15); | ||||
| 	} | ||||
| 
 | ||||
| 	if (world->onInitAsteroidSpawnTimer > 0) | ||||
| 	{ | ||||
| 		world->onInitAsteroidSpawnTimer -= dt; | ||||
| 	} | ||||
| 	else | ||||
| 	{ | ||||
| 		for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++) | ||||
| 			addAsteroid(world, (rand() % asteroidsize_count)); | ||||
| 
 | ||||
| 	platform_processInputBuffer(&state->input, dt); | ||||
| 	} | ||||
| 
 | ||||
| 	if (platform_queryKey(&state->input.keys[keycode_left_square_bracket], | ||||
| 	                 readkeytype_repeat, 0.2f)) | ||||
| @ -804,7 +711,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, | ||||
| 		} | ||||
| 		else if (entity->type == entitytype_bullet) | ||||
| 		{ | ||||
| 			if (!math_pointInRect(world->camera, entity->pos)) | ||||
| 			if (!math_rect_contains_p(world->camera, entity->pos)) | ||||
| 			{ | ||||
| 				deleteEntity(world, i--); | ||||
| 				continue; | ||||
| @ -991,39 +898,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, | ||||
| 		                collideColor, flags); | ||||
| 	} | ||||
| 
 | ||||
| 	{ // Draw Ui
 | ||||
| 		UiState *uiState             = &state->uiState; | ||||
| 		MemoryArena_ *transientArena = &state->transientArena; | ||||
| 		AssetManager *assetManager   = &state->assetManager; | ||||
| 		Renderer *renderer           = &state->renderer; | ||||
| 		InputBuffer *inputBuffer     = &state->input; | ||||
| 
 | ||||
| 		renderer_rect(renderer, world->camera, V2(0, 0), renderer->size, | ||||
| 		              V2(0, 0), 0, NULL, V4(0, 0, 0, 0.5f), | ||||
| 		              renderflag_no_texture); | ||||
| 
 | ||||
| 		Font *arial15 = asset_getFontCreateSizeOnDemand( | ||||
| 		    assetManager, &state->persistentArena, transientArena, "Arial", 15); | ||||
| 		Font *arial25 = asset_getFontCreateSizeOnDemand( | ||||
| 		    assetManager, &state->persistentArena, transientArena, "Arial", 40); | ||||
| 
 | ||||
| 		v2 titleP = V2(20, renderer->size.h - 100); | ||||
| 		renderer_staticString(renderer, transientArena, arial25, | ||||
| 		                      "Asteroids", titleP, V2(0, 0), 0, V4(1, 0, 0, 1), | ||||
| 		                      0); | ||||
| 
 | ||||
| 		userInterface_beginState(uiState); | ||||
| 
 | ||||
| 		Rect buttonRect = {V2(20, 20), V2(40, 40)}; | ||||
| 
 | ||||
| #if 1 | ||||
| 		userInterface_button(uiState, transientArena, assetManager, renderer, | ||||
| 		                     arial15, *inputBuffer, 0, buttonRect, | ||||
| 		                     "test button"); | ||||
| #endif | ||||
| 
 | ||||
| 		userInterface_endState(uiState, inputBuffer); | ||||
| 	} | ||||
| 
 | ||||
| 	for (i32 i = 0; i < world->numAudioRenderers; i++) | ||||
| 	{ | ||||
| @ -1031,11 +905,94 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, | ||||
| 		audio_updateAndPlay(&state->transientArena, &state->audioManager, | ||||
| 		                    audioRenderer); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| INTERNAL void startMenuUpdate(GameState *state, Memory *memory, f32 dt) | ||||
| { | ||||
| 	UiState *uiState             = &state->uiState; | ||||
| 	MemoryArena_ *transientArena = &state->transientArena; | ||||
| 	AssetManager *assetManager   = &state->assetManager; | ||||
| 	Renderer *renderer           = &state->renderer; | ||||
| 	World *world                 = &state->world; | ||||
| 	InputBuffer *inputBuffer     = &state->input; | ||||
| 
 | ||||
| 	Font *arial15 = asset_getFontCreateSizeOnDemand( | ||||
| 	    assetManager, &state->persistentArena, transientArena, "Arial", 15); | ||||
| 	Font *arial25 = asset_getFontCreateSizeOnDemand( | ||||
| 	    assetManager, &state->persistentArena, transientArena, "Arial", 40); | ||||
| 
 | ||||
| 	f32 margin  = 20.0f; | ||||
| 	f32 padding = 20.0f; | ||||
| 	v2 titleP   = V2(margin, renderer->size.h - 100 + margin); | ||||
| 	renderer_staticString(renderer, transientArena, arial25, "Asteroids", | ||||
| 	                      titleP, V2(0, 0), 0, V4(1, 0, 0, 1), 0); | ||||
| 
 | ||||
| 	userInterface_beginState(uiState); | ||||
| 
 | ||||
| 	Rect buttonRect = {0}; | ||||
| 	buttonRect.min = V2(margin, margin); | ||||
| 	buttonRect.max = V2(margin + 100, margin + 40); | ||||
| 	buttonRect = math_rect_shift(buttonRect, V2(0, titleP.y - 100)); | ||||
| 	if (userInterface_button(uiState, transientArena, assetManager, renderer, | ||||
| 	                         arial15, *inputBuffer, 1, buttonRect, | ||||
| 	                         "Start Game")) | ||||
| 	{ | ||||
| 		state->appState = appstate_game; | ||||
| 	} | ||||
| 
 | ||||
| 	userInterface_endState(uiState, inputBuffer); | ||||
| } | ||||
| 
 | ||||
| void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, | ||||
|                                   v2 windowSize, f32 dt) | ||||
| { | ||||
| 	MemoryIndex globalTransientArenaSize = | ||||
| 	    (MemoryIndex)((f32)memory->transientSize * 0.5f); | ||||
| 	memory_arenaInit(&state->transientArena, memory->transient, | ||||
| 	                 globalTransientArenaSize); | ||||
| 
 | ||||
| 	if (!state->init) | ||||
| 	{ | ||||
| 		srand((u32)time(NULL)); | ||||
| 		asset_init(&state->assetManager, &state->persistentArena); | ||||
| 		audio_init(&state->audioManager); | ||||
| 		 | ||||
| 		// NOTE(doyle): Load game assets must be before init_renderer so that
 | ||||
| 		// shaders are available for the renderer configuration
 | ||||
| 		loadGameAssets(state); | ||||
| 		renderer_init(&state->renderer, &state->assetManager, | ||||
| 		              &state->persistentArena, windowSize); | ||||
| 
 | ||||
| 		Font *arial15 = asset_getFont(&state->assetManager, "Arial", 15); | ||||
| 		debug_init(&state->persistentArena, windowSize, *arial15); | ||||
| 
 | ||||
| 		state->appState = appstate_start_menu; | ||||
| 		state->init     = TRUE; | ||||
| 	} | ||||
| 
 | ||||
| 	platform_processInputBuffer(&state->input, dt); | ||||
| 
 | ||||
| 	switch (state->appState) | ||||
| 	{ | ||||
| 	case appstate_start_menu: | ||||
| 	{ | ||||
| 		startMenuUpdate(state, memory, dt); | ||||
| 	} | ||||
| 	break; | ||||
| 
 | ||||
| 	case appstate_game: | ||||
| 	{ | ||||
| 		gameUpdate(state, memory, dt); | ||||
| 	} | ||||
| 	break; | ||||
| 
 | ||||
| 	default: | ||||
| 	{ | ||||
| 		ASSERT(INVALID_CODE_PATH); | ||||
| 	} | ||||
| 	break; | ||||
| 	} | ||||
| 
 | ||||
| #if 1 | ||||
| 	debug_drawUi(state, dt); | ||||
| 	debug_clearCounter(); | ||||
| #endif | ||||
| 
 | ||||
| 	renderer_renderGroups(&state->renderer); | ||||
| } | ||||
|  | ||||
							
								
								
									
										18
									
								
								src/Debug.c
									
									
									
									
									
								
							
							
						
						
									
										18
									
								
								src/Debug.c
									
									
									
									
									
								
							| @ -95,12 +95,6 @@ void debug_countIncrement(i32 id) | ||||
| 	GLOBAL_debug.callCount[id]++; | ||||
| } | ||||
| 
 | ||||
| void debug_clearCounter() | ||||
| { | ||||
| 	for (i32 i = 0; i < debugcount_num; i++) | ||||
| 		GLOBAL_debug.callCount[i] = 0; | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| void debug_consoleLog(char *string, char *file, int lineNum) | ||||
| { | ||||
| @ -260,7 +254,7 @@ INTERNAL void renderConsole(Renderer *renderer, MemoryArena_ *arena) | ||||
| 	for (i32 i = 0; i < maxConsoleLines; i++) | ||||
| 	{ | ||||
| 		f32 rotate = 0; | ||||
| 		v4 color   = V4(0, 0, 0, 1); | ||||
| 		v4 color   = V4(1.0f, 1.0f, 1.0f, 1.0f); | ||||
| 		renderer_staticString(renderer, arena, &GLOBAL_debug.font, | ||||
| 		                      GLOBAL_debug.console[i], consoleStrP, | ||||
| 		                      V2(0, 0), rotate, color, 0); | ||||
| @ -270,9 +264,6 @@ INTERNAL void renderConsole(Renderer *renderer, MemoryArena_ *arena) | ||||
| 
 | ||||
| void debug_drawUi(GameState *state, f32 dt) | ||||
| { | ||||
| 	updateAndRenderDebugStack(&state->renderer, &state->transientArena, dt); | ||||
| 	renderConsole(&state->renderer, &state->transientArena); | ||||
| 
 | ||||
| 	{ // Print Memory Arena Info
 | ||||
| 		DEBUG_PUSH_STRING("== MEMORY ARENAS =="); | ||||
| 		MemoryArena_ *transient = &state->transientArena; | ||||
| @ -298,5 +289,10 @@ void debug_drawUi(GameState *state, f32 dt) | ||||
| 	DEBUG_PUSH_VAR("Num Vertex: %d", | ||||
| 	               GLOBAL_debug.callCount[debugcount_numVertex], "i32"); | ||||
| 
 | ||||
| 	debug_clearCounter(); | ||||
| 	updateAndRenderDebugStack(&state->renderer, &state->transientArena, dt); | ||||
| 	renderConsole(&state->renderer, &state->transientArena); | ||||
| 
 | ||||
| 	{ // Clear debug call counters
 | ||||
| 		for (i32 i = 0; i < debugcount_num; i++) GLOBAL_debug.callCount[i] = 0; | ||||
| 	} | ||||
| } | ||||
|  | ||||
| @ -8,6 +8,64 @@ | ||||
| #include "Dengine/Shader.h" | ||||
| #include "Dengine/Texture.h" | ||||
| 
 | ||||
| void renderer_init(Renderer *renderer, AssetManager *assetManager, | ||||
|                    MemoryArena_ *persistentArena, v2 windowSize) | ||||
| { | ||||
| 	renderer->size = windowSize; | ||||
| 	// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
 | ||||
| 	renderer->vertexNdcFactor = | ||||
| 	    V2(1.0f / renderer->size.w, 1.0f / renderer->size.h); | ||||
| 	renderer->groupIndexForVertexBatch = -1; | ||||
| 
 | ||||
| 	const mat4 projection = | ||||
| 	    mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f); | ||||
| 	for (i32 i = 0; i < shaderlist_count; i++) | ||||
| 	{ | ||||
| 		renderer->shaderList[i] = asset_getShader(assetManager, i); | ||||
| 		shader_use(renderer->shaderList[i]); | ||||
| 		shader_uniformSetMat4fv(renderer->shaderList[i], "projection", | ||||
| 		                        projection); | ||||
| 		GL_CHECK_ERROR(); | ||||
| 	} | ||||
| 
 | ||||
| 	renderer->activeShaderId = renderer->shaderList[shaderlist_default]; | ||||
| 	GL_CHECK_ERROR(); | ||||
| 
 | ||||
| 	/* Create buffers */ | ||||
| 	glGenVertexArrays(ARRAY_COUNT(renderer->vao), renderer->vao); | ||||
| 	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++) | ||||
| 	{ | ||||
| 		glBindVertexArray(renderer->vao[mode]); | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[mode]); | ||||
| 
 | ||||
| 		glEnableVertexAttribArray(0); | ||||
| 		u32 numVertexElements = 4; | ||||
| 		u32 stride            = sizeof(RenderVertex); | ||||
| 
 | ||||
| 		glVertexAttribPointer(0, numVertexElements, GL_FLOAT, | ||||
| 		                      GL_FALSE, stride, (GLvoid *)0); | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, 0); | ||||
| 		glBindVertexArray(0); | ||||
| 	} | ||||
| 
 | ||||
| 	/* Unbind */ | ||||
| 	GL_CHECK_ERROR(); | ||||
| 
 | ||||
| 	// TODO(doyle): Lazy allocate render group capacity
 | ||||
| 	renderer->groupCapacity = 4096; | ||||
| 	for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++) | ||||
| 	{ | ||||
| 		renderer->groups[i].vertexList = memory_pushBytes( | ||||
| 		    persistentArena, renderer->groupCapacity * sizeof(RenderVertex)); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| typedef struct RenderQuad | ||||
| { | ||||
| 	RenderVertex vertexList[4]; | ||||
| @ -548,8 +606,8 @@ void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera, | ||||
| 	    v2_add(pos, V2((CAST(f32) font->maxSize.w * CAST(f32) strLen), | ||||
| 	                   CAST(f32) font->maxSize.h)); | ||||
| 	v2 leftAlignedP = pos; | ||||
| 	if (math_pointInRect(camera, leftAlignedP) || | ||||
| 	    math_pointInRect(camera, rightAlignedP)) | ||||
| 	if (math_rect_contains_p(camera, leftAlignedP) || | ||||
| 	    math_rect_contains_p(camera, rightAlignedP)) | ||||
| 	{ | ||||
| 		i32 vertexIndex        = 0; | ||||
| 		i32 numVertexPerQuad   = 4; | ||||
| @ -659,6 +717,7 @@ void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena, | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| // TODO(doyle): We have no notion of sort order!!
 | ||||
| void renderer_renderGroups(Renderer *renderer) | ||||
| { | ||||
| 	for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++) | ||||
|  | ||||
| @ -34,7 +34,7 @@ i32 userInterface_button(UiState *const uiState, MemoryArena_ *const arena, | ||||
|                          const InputBuffer input, const i32 id, const Rect rect, | ||||
|                          const char *const label) | ||||
| { | ||||
| 	if (math_pointInRect(rect, input.mouseP)) | ||||
| 	if (math_rect_contains_p(rect, input.mouseP)) | ||||
| 	{ | ||||
| 		uiState->hotItem = id; | ||||
| 		if (uiState->activeItem == 0) | ||||
| @ -55,41 +55,39 @@ i32 userInterface_button(UiState *const uiState, MemoryArena_ *const arena, | ||||
| #endif | ||||
| 
 | ||||
| 	v2 buttonOffset = V2(0, 0); | ||||
| 	v4 buttonColor = V4(1, 1, 1, 1); | ||||
| 	v4 buttonColor  = V4(0, 0, 0, 1); | ||||
| 	if (uiState->hotItem == id) | ||||
| 	{ | ||||
| 		if (uiState->activeItem == id) | ||||
| 		{ | ||||
| 			buttonOffset = V2(1, 1); | ||||
| 			buttonColor = V4(1.0f, 0, 0, 1); | ||||
| 			buttonColor = V4(0.8f, 0.8f, 0.8f, 1); | ||||
| 		} | ||||
| 		else | ||||
| 		{ | ||||
| 			// TODO(doyle): Optional add effect on button hover
 | ||||
| 			buttonColor = V4(1.0f, 0, 0, 1); | ||||
| 			// NOTE(doyle): Hover effect
 | ||||
| 			buttonColor = V4(0.05f, 0.05f, 0.05f, 1); | ||||
| 		} | ||||
| 	} | ||||
| 	else | ||||
| 	{ | ||||
| 		buttonColor = V4(1.0f, 0, 0, 1); | ||||
| 	} | ||||
| 
 | ||||
| 	/* If no widget has keyboard focus, take it */ | ||||
| 	if (uiState->kbdItem == 0) | ||||
| 		uiState->kbdItem = id; | ||||
| 
 | ||||
| 	v2 rectSize = math_rect_get_size(rect); | ||||
| 	/* If we have keyboard focus, show it */ | ||||
| 	if (uiState->kbdItem == id) | ||||
| 	{ | ||||
| 		// Draw outline
 | ||||
| 		renderer_staticRect(renderer, | ||||
| 		                    v2_add(V2(-2, -2), v2_add(buttonOffset, rect.min)), | ||||
| 		                    v2_add(V2(4, 4), rect.max), V2(0, 0), 0, NULL, | ||||
| 		                    v2_add(V2(4, 4), rectSize), V2(0, 0), 0, NULL, | ||||
| 		                    buttonColor, renderflag_no_texture); | ||||
| 	} | ||||
| 
 | ||||
| 	renderer_staticRect(renderer, v2_add(buttonOffset, rect.min), rect.max, | ||||
| 	                    V2(0, 0), 0, NULL, buttonColor, renderflag_no_texture); | ||||
| 	renderer_staticRect(renderer, v2_add(buttonOffset, rect.min), | ||||
| 	                    rectSize, V2(0, 0), 0, NULL, | ||||
| 	                    buttonColor, renderflag_no_texture); | ||||
| 
 | ||||
| 	if (label) | ||||
| 	{ | ||||
| @ -97,21 +95,23 @@ i32 userInterface_button(UiState *const uiState, MemoryArena_ *const arena, | ||||
| 		v2 labelPos = rect.min; | ||||
| 
 | ||||
| 		// Initially position the label to half the width of the button
 | ||||
| 		labelPos.x += (rect.max.w * 0.5f); | ||||
| 		labelPos.x += (rectSize.w * 0.5f); | ||||
| 
 | ||||
| 		// Move the label pos back half the length of the string (i.e.
 | ||||
| 		// center it)
 | ||||
| 		labelPos.x -= (CAST(f32) labelDim.w * 0.5f); | ||||
| 
 | ||||
| 		if (labelDim.h < rect.max.h) | ||||
| 		if (labelDim.h < rectSize.h) | ||||
| 		{ | ||||
| 			labelPos.y += (rect.max.h * 0.5f); | ||||
| 			labelPos.y += (rectSize.h * 0.5f); | ||||
| 			labelPos.y -= (CAST(f32)labelDim.h * 0.5f); | ||||
| 		} | ||||
| 
 | ||||
| 		// TODO(doyle): We're using odd colors to overcome z-sorting by forcing
 | ||||
| 		// button text into another render group
 | ||||
| 		labelPos = v2_add(labelPos, buttonOffset); | ||||
| 		renderer_staticString(renderer, arena, font, label, labelPos, V2(0, 0), | ||||
| 		                      0, V4(0, 0, 0, 1), 0); | ||||
| 		                      0, V4(0.9f, 0.9f, 0.9f, 0.9f), 0); | ||||
| 	} | ||||
| 
 | ||||
| 	// After renderering before click check, see if we need to process keys
 | ||||
| @ -159,7 +159,7 @@ i32 userInterface_scrollbar(UiState *const uiState, | ||||
| 	ASSERT(*value <= maxValue); | ||||
| #endif | ||||
| 
 | ||||
| 	if (math_pointInRect(scrollBarRect, input.mouseP)) | ||||
| 	if (math_rect_contains_p(scrollBarRect, input.mouseP)) | ||||
| 	{ | ||||
| 		uiState->hotItem = id; | ||||
| 		if (uiState->activeItem == 0) | ||||
| @ -178,17 +178,18 @@ i32 userInterface_scrollbar(UiState *const uiState, | ||||
| 	if (uiState->kbdItem == 0) | ||||
| 		uiState->kbdItem = id; | ||||
| 
 | ||||
| 	v2 rectSize = math_rect_get_size(scrollBarRect); | ||||
| 	/* If we have keyboard focus, show it */ | ||||
| 	if (uiState->kbdItem == id) | ||||
| 	{ | ||||
| 		// Draw outline
 | ||||
| 		renderer_staticRect(renderer, v2_add(V2(-2, -2), scrollBarRect.min), | ||||
| 		                    v2_add(V2(4, 4), scrollBarRect.max), V2(0, 0), 0, | ||||
| 		                    v2_add(V2(4, 4), rectSize), V2(0, 0), 0, | ||||
| 		                    &renderTex, V4(1, 0, 0, 1), 0); | ||||
| 	} | ||||
| 
 | ||||
| 	// Render scroll bar background
 | ||||
| 	renderer_staticRect(renderer, scrollBarRect.min, scrollBarRect.max, | ||||
| 	renderer_staticRect(renderer, scrollBarRect.min, rectSize, | ||||
| 	                    V2(0, 0), 0, &renderTex, V4(0.75f, 0.5f, 0.5f, 1), 0); | ||||
| 
 | ||||
| 	// Render scroll bar slider
 | ||||
| @ -197,7 +198,7 @@ i32 userInterface_scrollbar(UiState *const uiState, | ||||
| 
 | ||||
| 	f32 sliderPercentageOffset = (CAST(f32) *value / CAST(f32) maxValue); | ||||
| 	f32 sliderYOffsetToBar = | ||||
| 	    (scrollBarRect.max.h - sliderSize.h) * sliderPercentageOffset; | ||||
| 	    (rectSize.h - sliderSize.h) * sliderPercentageOffset; | ||||
| 	v2 sliderPos   = v2_add(scrollBarRect.min, V2(0, sliderYOffsetToBar)); | ||||
| 
 | ||||
| 	if (uiState->hotItem == id || uiState->activeItem == id) | ||||
| @ -247,11 +248,11 @@ i32 userInterface_scrollbar(UiState *const uiState, | ||||
| 		// Bounds check
 | ||||
| 		if (mouseYRelToRect < 0) | ||||
| 			mouseYRelToRect = 0; | ||||
| 		else if (mouseYRelToRect > scrollBarRect.max.h) | ||||
| 			mouseYRelToRect = scrollBarRect.max.h; | ||||
| 		else if (mouseYRelToRect > rectSize.h) | ||||
| 			mouseYRelToRect = rectSize.h; | ||||
| 
 | ||||
| 		f32 newSliderPercentOffset = | ||||
| 		    (CAST(f32) mouseYRelToRect / scrollBarRect.max.h); | ||||
| 		    (CAST(f32) mouseYRelToRect / rectSize.h); | ||||
| 
 | ||||
| 		i32 newValue = CAST(i32)(newSliderPercentOffset * CAST(f32)maxValue); | ||||
| 		if (newValue != *value) | ||||
| @ -273,7 +274,7 @@ i32 userInterface_textField(UiState *const uiState, MemoryArena_ *const arena, | ||||
| 	i32 strLen = common_strlen(string); | ||||
| 	b32 changed = FALSE; | ||||
| 
 | ||||
| 	if (math_pointInRect(rect, input.mouseP)) | ||||
| 	if (math_rect_contains_p(rect, input.mouseP)) | ||||
| 	{ | ||||
| 		uiState->hotItem = id; | ||||
| 		if (uiState->activeItem == 0) | ||||
| @ -290,27 +291,28 @@ i32 userInterface_textField(UiState *const uiState, MemoryArena_ *const arena, | ||||
| 	if (uiState->kbdItem == 0) | ||||
| 		uiState->kbdItem = id; | ||||
| 
 | ||||
| 	v2 rectSize = math_rect_get_size(rect); | ||||
| 	/* If we have keyboard focus, show it */ | ||||
| 	if (uiState->kbdItem == id) | ||||
| 	{ | ||||
| 		// Draw outline
 | ||||
| 		renderer_staticRect(renderer, v2_add(V2(-2, -2), rect.min), | ||||
| 		                    v2_add(V2(4, 4), rect.max), V2(0, 0), 0, | ||||
| 		                    v2_add(V2(4, 4), rectSize), V2(0, 0), 0, | ||||
| 		                    NULL, V4(1.0f, 0, 0, 1), 0); | ||||
| 	} | ||||
| 
 | ||||
| 	// Render text field
 | ||||
| 	renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0, NULL, | ||||
| 	renderer_staticRect(renderer, rect.min, rectSize, V2(0, 0), 0, NULL, | ||||
| 	                    V4(0.75f, 0.5f, 0.5f, 1), 0); | ||||
| 
 | ||||
| 	if (uiState->activeItem == id || uiState->hotItem == id) | ||||
| 	{ | ||||
| 		renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0, | ||||
| 		renderer_staticRect(renderer, rect.min, rectSize, V2(0, 0), 0, | ||||
| 		                    NULL, V4(0.75f, 0.75f, 0.0f, 1), 0); | ||||
| 	} | ||||
| 	else | ||||
| 	{ | ||||
| 		renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0, | ||||
| 		renderer_staticRect(renderer, rect.min, rectSize, V2(0, 0), 0, | ||||
| 		                    NULL, V4(0.5f, 0.5f, 0.5f, 1), 0); | ||||
| 	} | ||||
| 
 | ||||
|  | ||||
| @ -25,6 +25,9 @@ typedef struct AssetManager | ||||
| } AssetManager; | ||||
| 
 | ||||
| #define MAX_TEXTURE_SIZE 1024 | ||||
| 
 | ||||
| void asset_init(AssetManager *assetManager, MemoryArena_ *arena); | ||||
| 
 | ||||
| /*
 | ||||
|  ********************************* | ||||
|  * Texture Operations | ||||
|  | ||||
| @ -10,8 +10,21 @@ | ||||
| #include "Dengine/Renderer.h" | ||||
| #include "Dengine/UserInterface.h" | ||||
| 
 | ||||
| enum AppState | ||||
| { | ||||
| 	appstate_start_menu, | ||||
| 	appstate_game, | ||||
| 	appstate_count, | ||||
| }; | ||||
| 
 | ||||
| typedef struct World | ||||
| { | ||||
| 	b32 init; | ||||
| 	 | ||||
| 	// NOTE(doyle): Grace period when game starts before asteroids start
 | ||||
| 	// spawning
 | ||||
| 	f32 onInitAsteroidSpawnTimer; | ||||
| 
 | ||||
| 	MemoryArena_ entityArena; | ||||
| 
 | ||||
| 	v2 *entityVertexListCache[entitytype_count]; | ||||
| @ -43,6 +56,8 @@ typedef struct World | ||||
| typedef struct GameState { | ||||
| 	b32 init; | ||||
| 	 | ||||
| 	enum AppState appState; | ||||
| 
 | ||||
| 	MemoryArena_ transientArena; | ||||
| 	MemoryArena_ persistentArena; | ||||
| 
 | ||||
|  | ||||
| @ -26,7 +26,6 @@ void debug_init(MemoryArena_ *arena, v2 windowSize, Font font); | ||||
| void debug_recursivePrintXmlTree(XmlNode *root, i32 levelsDeep); | ||||
| 
 | ||||
| void debug_countIncrement(enum DebugCount id); | ||||
| void debug_clearCounter(); | ||||
| 
 | ||||
| #define DEBUG_LOG(string) debug_consoleLog(string, __FILE__, __LINE__); | ||||
| void debug_consoleLog(char *string, char *file, int lineNum); | ||||
|  | ||||
| @ -347,14 +347,14 @@ INTERNAL inline v4 mat4_mul_v4(const mat4 a, const v4 b) | ||||
| 	return result; | ||||
| } | ||||
| 
 | ||||
| INTERNAL inline b32 math_pointInRect(Rect rect, v2 point) | ||||
| INTERNAL inline b32 math_rect_contains_p(Rect rect, v2 p) | ||||
| { | ||||
| 	b32 outsideOfRectX = FALSE; | ||||
| 	if (point.x < rect.min.x || point.x > (rect.min.x + rect.max.w)) | ||||
| 	if (p.x < rect.min.x || p.x > rect.max.w) | ||||
| 		outsideOfRectX = TRUE; | ||||
| 
 | ||||
| 	b32 outsideOfRectY = FALSE; | ||||
| 	if (point.y < rect.min.y || point.y > (rect.min.y + rect.max.h)) | ||||
| 	if (p.y < rect.min.y || p.y > rect.max.h) | ||||
| 		outsideOfRectY = TRUE; | ||||
| 
 | ||||
| 	if (outsideOfRectX || outsideOfRectY) return FALSE; | ||||
| @ -362,24 +362,43 @@ INTERNAL inline b32 math_pointInRect(Rect rect, v2 point) | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| INTERNAL inline v4 math_getRect(v2 origin, v2 size) | ||||
| INTERNAL inline Rect math_rect_create(v2 origin, v2 size) | ||||
| { | ||||
| 	v2 upperRightBound = v2_add(origin, V2(size.x, size.y)); | ||||
| 	v4 result = V4(origin.x, origin.y, upperRightBound.x, upperRightBound.y); | ||||
| 	Rect result = {0}; | ||||
| 	result.min  = origin; | ||||
| 	result.max  = v2_add(origin, size); | ||||
| 
 | ||||
| 	return result; | ||||
| } | ||||
| 
 | ||||
| INTERNAL inline v2 math_getRectSize(v4 rect) | ||||
| INTERNAL inline v2 math_rect_get_size(Rect rect) | ||||
| { | ||||
| 	f32 width  = ABS(rect.x - rect.z); | ||||
| 	f32 height = ABS(rect.y - rect.w); | ||||
| 	f32 width  = ABS(rect.max.x - rect.min.x); | ||||
| 	f32 height = ABS(rect.max.y - rect.min.y); | ||||
| 
 | ||||
| 	v2 result = V2(width, height); | ||||
| 
 | ||||
| 	return result; | ||||
| } | ||||
| 
 | ||||
| INTERNAL inline v2 math_rect_get_centre(Rect rect) | ||||
| { | ||||
| 	f32 sumX  = rect.min.x + rect.max.x; | ||||
| 	f32 sumY  = rect.min.y + rect.max.y; | ||||
| 	v2 result = v2_scale(V2(sumX, sumY), 0.5f); | ||||
| 
 | ||||
| 	return result; | ||||
| } | ||||
| 
 | ||||
| INTERNAL inline Rect math_rect_shift(Rect rect, v2 shift) | ||||
| { | ||||
| 	Rect result = {0}; | ||||
| 	result.min = v2_add(rect.min, shift); | ||||
| 	result.max = v2_add(rect.max, shift); | ||||
| 
 | ||||
| 	return result; | ||||
| } | ||||
| 
 | ||||
| INTERNAL inline void math_applyRotationToVertexes(v2 pos, v2 pivotPoint, | ||||
|                                                   Radians rotate, | ||||
|                                                   v2 *vertexList, | ||||
|  | ||||
| @ -85,6 +85,8 @@ typedef struct Renderer | ||||
| 	i32 groupCapacity; | ||||
| } Renderer; | ||||
| 
 | ||||
| void renderer_init(Renderer *renderer, AssetManager *assetManager, | ||||
|                    MemoryArena_ *persistentArena, v2 windowSize); | ||||
| 
 | ||||
| RenderTex renderer_createNullRenderTex(AssetManager *const assetManager); | ||||
| 
 | ||||
|  | ||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user