Switch rendering to xy bottom left, zw top right

This commit is contained in:
Doyle Thai 2016-08-17 17:35:31 +10:00
parent cb857cfaa6
commit 5cd7239c8a
4 changed files with 50 additions and 37 deletions

View File

@ -295,16 +295,16 @@ void debug_drawUi(GameState *state, f32 dt)
if (camera.pos.x <= world->bounds.x)
camera.pos.x = world->bounds.x;
// TODO(doyle): Do the Y component when we need it
// TODO(doyle): Allow Y panning when we need it
f32 cameraTopBoundInPixels = camera.pos.y + camera.size.h;
if (cameraTopBoundInPixels >= world->bounds.y)
camera.pos.y = (world->bounds.y - camera.size.h);
if (cameraTopBoundInPixels >= world->bounds.w)
camera.pos.y = (world->bounds.w - camera.size.h);
f32 cameraRightBoundInPixels = camera.pos.x + camera.size.w;
if (cameraRightBoundInPixels >= world->bounds.z)
camera.pos.x = (world->bounds.z - camera.size.w);
if (camera.pos.y <= world->bounds.w) camera.pos.y = world->bounds.w;
if (camera.pos.y <= world->bounds.y) camera.pos.y = world->bounds.y;
Font *font = &GLOBAL_debug.font;
if (world->numEntitiesInBattle > 0)

View File

@ -51,8 +51,8 @@ INTERNAL void updateBufferObject(Renderer *const renderer,
INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
RenderTex renderTex)
{
// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
// vertices v0, v1, v2, then v2, v1, v3 (note the order)
// NOTE(doyle): Draws a series of triangles using vertices v0, v1, v2, then
// v2, v1, v3 (note the order)
RenderQuad result = {0};
/* Convert screen coordinates to normalised device coordinates */
@ -75,6 +75,7 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
}
/* Form the quad */
#if 0
result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
texRectNdc.y); // Top left
result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
@ -83,6 +84,16 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
texRectNdc.y); // Top right
result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z,
texRectNdc.w); // Bottom right
#else
result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
texRectNdc.w); // Top left
result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
texRectNdc.y); // Bottom left
result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z,
texRectNdc.w); // Top right
result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
texRectNdc.y); // Bottom right
#endif
return result;
}
@ -91,7 +102,11 @@ createDefaultTexQuad(Renderer *renderer, RenderTex renderTex)
{
RenderQuad result = {0};
// TODO(doyle): We need to switch this so its xy bottom left, zw top right!!
#if 0
v4 defaultQuad = V4(0.0f, renderer->size.h, renderer->size.w, 0.0f);
#else
v4 defaultQuad = V4(0.0f, 0.0f, renderer->size.w, renderer->size.h);
#endif
result = createTexQuad(renderer, defaultQuad, renderTex);
return result;
}
@ -100,10 +115,11 @@ INTERNAL void renderObject(Renderer *renderer, v2 pos, v2 size, v2 pivotPoint,
f32 rotate, v4 color, Texture *tex)
{
mat4 transMatrix = mat4_translate(pos.x, pos.y, 0.0f);
// NOTE(doyle): Rotate from pivot point of the object, (0, 0) is top left
// NOTE(doyle): Rotate from pivot point of the object, (0, 0) is bottom left
mat4 rotateMatrix = mat4_translate(pivotPoint.x, pivotPoint.y, 0.0f);
rotateMatrix = mat4_mul(rotateMatrix, mat4_rotate(rotate, 0.0f, 0.0f, 1.0f));
rotateMatrix = mat4_mul(rotateMatrix, mat4_translate(-pivotPoint.x, -pivotPoint.y, 0.0f));
rotateMatrix = mat4_mul(rotateMatrix,
mat4_translate(-pivotPoint.x, -pivotPoint.y, 0.0f));
// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
@ -245,13 +261,12 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
math_pointInRect(camera, rightAlignedP))
{
EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
Animation *anim = entityAnim->anim;
i32 frameIndex = anim->frameIndex[entityAnim->currFrame];
v4 animTexRect = anim->atlas->texRect[frameIndex];
Animation *anim = entityAnim->anim;
i32 frameIndex = anim->frameIndex[entityAnim->currFrame];
v4 animTexRect = anim->atlas->texRect[frameIndex];
if (entity->direction == direction_east)
{
// NOTE(doyle): Flip the x coordinates to flip the tex
flipTexCoord(&animTexRect, TRUE, FALSE);
}

View File

@ -115,16 +115,16 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
"data/textures/WorldTraveller/TerraSprite1024.png",
texlist_hero);
TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero);
heroAtlas->texRect[herorects_idle] = V4(746, 1018, 804, 920);
heroAtlas->texRect[herorects_walkA] = V4(641, 1018, 699, 920);
heroAtlas->texRect[herorects_walkB] = V4(849, 1018, 904, 920);
heroAtlas->texRect[herorects_head] = V4(108, 1024, 159, 975);
heroAtlas->texRect[herorects_waveA] = V4(944, 918, 1010, 816);
heroAtlas->texRect[herorects_waveB] = V4(944, 812, 1010, 710);
heroAtlas->texRect[herorects_battlePose] = V4(8, 910, 71, 814);
heroAtlas->texRect[herorects_castA] = V4(428, 910, 493, 814);
heroAtlas->texRect[herorects_castB] = V4(525, 919, 590, 816);
heroAtlas->texRect[herorects_castC] = V4(640, 916, 698, 816);
heroAtlas->texRect[herorects_idle] = V4(746, 920, 804, 1018);
heroAtlas->texRect[herorects_walkA] = V4(641, 920, 699, 1018);
heroAtlas->texRect[herorects_walkB] = V4(849, 920, 904, 1018);
heroAtlas->texRect[herorects_head] = V4(108, 975, 159, 1024);
heroAtlas->texRect[herorects_waveA] = V4(944, 816, 1010, 918);
heroAtlas->texRect[herorects_waveB] = V4(944, 710, 1010, 812);
heroAtlas->texRect[herorects_battlePose] = V4(8, 814, 71, 910);
heroAtlas->texRect[herorects_castA] = V4(428, 814, 493, 910);
heroAtlas->texRect[herorects_castB] = V4(525, 816, 590, 919);
heroAtlas->texRect[herorects_castC] = V4(640, 816, 698, 916);
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/Terrain.png",
@ -133,10 +133,10 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
asset_getTextureAtlas(assetManager, texlist_terrain);
f32 atlasTileSize = 128.0f;
const i32 texSize = 1024;
v2 texOrigin = V2(0, CAST(f32)(texSize - 128));
v2 texOrigin = V2(0, 768);
terrainAtlas->texRect[terrainrects_ground] =
V4(texOrigin.x, texOrigin.y, texOrigin.x + atlasTileSize,
texOrigin.y - atlasTileSize);
texOrigin.y + atlasTileSize);
/* Load shaders */
asset_loadShaderFiles(assetManager, arena, "data/shaders/sprite.vert.glsl",
@ -628,12 +628,13 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
hero->pos = newHeroP;
v2 offsetFromHeroToOrigin =
// NOTE(doyle): Set the camera such that the hero is centered
v2 offsetFromHeroToCameraOrigin =
V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
// NOTE(doyle): Hero position is offset to the center so -recenter it
offsetFromHeroToOrigin.x += (hero->hitboxSize.x * 0.5f);
world->cameraPos = offsetFromHeroToOrigin;
// NOTE(doyle): Account for the hero's origin being the bottom left
offsetFromHeroToCameraOrigin.x += (hero->hitboxSize.x * 0.5f);
world->cameraPos = offsetFromHeroToCameraOrigin;
}
}
@ -644,16 +645,16 @@ INTERNAL Rect createWorldBoundedCamera(World *world, v2 size)
if (camera.pos.x <= world->bounds.x)
camera.pos.x = world->bounds.x;
// TODO(doyle): Do the Y component when we need it
// TODO(doyle): Allow Y panning when we need it
f32 cameraTopBoundInPixels = camera.pos.y + camera.size.h;
if (cameraTopBoundInPixels >= world->bounds.y)
camera.pos.y = (world->bounds.y - camera.size.h);
if (cameraTopBoundInPixels >= world->bounds.w)
camera.pos.y = (world->bounds.w - camera.size.h);
f32 cameraRightBoundInPixels = camera.pos.x + camera.size.w;
if (cameraRightBoundInPixels >= world->bounds.z)
camera.pos.x = (world->bounds.z - camera.size.w);
if (camera.pos.y <= world->bounds.w) camera.pos.y = world->bounds.w;
if (camera.pos.y <= world->bounds.y) camera.pos.y = world->bounds.y;
return camera;
}

View File

@ -307,11 +307,8 @@ INTERNAL inline b32 math_pointInRect(Rect rect, v2 point)
INTERNAL inline v4 math_getRect(v2 origin, v2 size)
{
v2 upperLeftBound = v2_add(origin, V2(0.0f, size.y));
v2 lowerRightBound = v2_add(origin, V2(size.x, 0.0f));
v4 result = V4(upperLeftBound.x, upperLeftBound.y, lowerRightBound.x,
lowerRightBound.y);
v2 upperRightBound = v2_add(origin, V2(size.x, size.y));
v4 result = V4(origin.x, origin.y, upperRightBound.x, upperRightBound.y);
return result;
}