Build world model in engine
This commit is contained in:
parent
b75009d03e
commit
5cebf9ad0d
@ -1,5 +1,5 @@
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{
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ColumnLimit: 80,
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ColumnLimit: 100,
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TabWidth: 4,
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IndentWidth: 4, # 1 tab
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UseTab: ForIndentation,
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|
1
.gitignore
vendored
1
.gitignore
vendored
@ -4,6 +4,7 @@
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# Custom
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*.swp
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*.opendb
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data/textures/SrcAssets/
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# User-specific files
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*.suo
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@ -122,9 +122,10 @@
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<ItemGroup>
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<ClCompile Include="src\AssetManager.cpp" />
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<ClCompile Include="src\dengine.cpp" />
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<ClCompile Include="src\Game.cpp" />
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<ClCompile Include="src\Entity.cpp" />
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<ClCompile Include="src\Renderer.cpp" />
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<ClCompile Include="src\Shader.cpp" />
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<ClCompile Include="src\WorldTraveller.cpp" />
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<ClCompile Include="src\Texture.cpp" />
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<ClCompile Include="src\Tutorial.cpp" />
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</ItemGroup>
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@ -138,10 +139,12 @@
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<ClInclude Include="src\include\Dengine\AssetManager.h" />
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<ClInclude Include="src\include\Dengine\Common.h" />
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<ClInclude Include="src\include\Breakout\Game.h" />
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<ClInclude Include="src\include\Dengine\Entity.h" />
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<ClInclude Include="src\include\Dengine\OpenGL.h" />
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<ClInclude Include="src\include\Dengine\Renderer.h" />
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<ClInclude Include="src\include\Dengine\Shader.h" />
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<ClInclude Include="src\include\Dengine\Texture.h" />
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<ClInclude Include="src\include\WorldTraveller\WorldTraveller.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@ -27,15 +27,18 @@
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<ClCompile Include="src\AssetManager.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Game.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Tutorial.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\WorldTraveller.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Entity.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="data\shaders\default.vert.glsl" />
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@ -65,5 +68,11 @@
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<ClInclude Include="src\include\Dengine\Renderer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\include\WorldTraveller\WorldTraveller.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\include\Dengine\Entity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -21,24 +21,22 @@ Texture *AssetManager::getTexture(const std::string name)
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return nullptr;
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}
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const i32 AssetManager::loadTextureImage(const std::string path,
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const std::string name)
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const i32 AssetManager::loadTextureImage(const std::string path, const std::string name)
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{
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/* Open the texture image */
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i32 imgWidth, imgHeight, bytesPerPixel;
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stbi_set_flip_vertically_on_load(TRUE);
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u8 *image =
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stbi_load(path.c_str(), &imgWidth, &imgHeight, &bytesPerPixel, 0);
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u8 *image = stbi_load(path.c_str(), &imgWidth, &imgHeight, &bytesPerPixel, 0);
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if (!image)
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{
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std::cerr << "stdbi_load() failed: " << stbi_failure_reason()
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<< std::endl;
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std::cerr << "stdbi_load() failed: " << stbi_failure_reason() << std::endl;
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return -1;
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}
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Texture tex;
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tex.generate(imgWidth, imgHeight, image);
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tex.generate(static_cast<GLuint>(imgWidth), static_cast<GLuint>(imgHeight),
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static_cast<GLint>(bytesPerPixel), image);
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stbi_image_free(image);
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textures[name] = tex;
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@ -99,13 +97,11 @@ INTERNAL GLuint createShaderFromPath(std::string path, GLuint shadertype)
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}
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const i32 AssetManager::loadShaderFiles(const std::string vertexPath,
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const std::string fragmentPath,
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const std::string name)
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const std::string fragmentPath, const std::string name)
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{
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GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER);
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GLuint fragmentShader =
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createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER);
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GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER);
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GLuint fragmentShader = createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER);
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Shader shader;
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i32 result = shader.loadProgram(vertexShader, fragmentShader);
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40
src/Entity.cpp
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40
src/Entity.cpp
Normal file
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#include <Dengine/Entity.h>
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#include <Dengine/AssetManager.h>
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namespace Dengine
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{
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Entity::Entity()
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: pos(glm::vec2(0, 0))
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, size(glm::vec2(0, 0))
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, tex(nullptr)
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{
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}
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Entity::Entity(const glm::vec2 pos, const Texture *tex)
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{
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this->pos = pos;
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this->tex = tex;
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this->size = glm::vec2(tex->getWidth(), tex->getHeight());
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}
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Entity::Entity(const glm::vec2 pos, glm::vec2 size, const Texture *tex)
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{
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this->pos = pos;
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this->tex = tex;
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this->size = size;
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}
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Entity::Entity(const glm::vec2 pos, const std::string texName)
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{
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Texture *tex = AssetManager::getTexture(texName);
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this->pos = pos;
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this->tex = tex;
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this->size = glm::vec2(tex->getWidth(), tex->getHeight());
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}
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Entity::~Entity()
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{
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}
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}
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66
src/Game.cpp
66
src/Game.cpp
@ -1,66 +0,0 @@
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#include <Breakout\Game.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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namespace Breakout
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{
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Game::Game(i32 width, i32 height)
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{
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this->width = width;
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this->height = height;
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glCheckError();
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}
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Game::~Game()
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{
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delete this->renderer;
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}
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void Game::init()
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{
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/* Initialise assets */
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Dengine::AssetManager::loadShaderFiles("data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl",
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"sprite");
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Dengine::AssetManager::loadTextureImage("data/textures/container.jpg",
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"container");
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Dengine::AssetManager::loadTextureImage("data/textures/wall.jpg", "wall");
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Dengine::AssetManager::loadTextureImage("data/textures/awesomeface.png",
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"awesomeface");
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Dengine::AssetManager::loadTextureImage("data/textures/plain_terrain.jpg",
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"plain_terrain");
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this->shader = Dengine::AssetManager::getShader("sprite");
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this->shader->use();
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glm::mat4 projection =
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glm::ortho(0.0f, static_cast<GLfloat>(this->width), 0.0f,
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static_cast<GLfloat>(this->height), 0.0f, 1.0f);
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this->shader->uniformSetMat4fv("projection", projection);
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GLuint projectionLoc = glGetUniformLocation(this->shader->id, "projection");
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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/* Init game state */
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this->state = GAME_ACTIVE;
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this->renderer = new Dengine::Renderer(this->shader);
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}
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void Game::processInput(const f32 dt) {}
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void Game::update(const f32 dt) {}
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void Game::render()
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{
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const Dengine::Texture *tex =
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Dengine::AssetManager::getTexture("plain_terrain");
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glm::vec2 pos = glm::vec2(0, 0);
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glm::vec2 size = glm::vec2(1280.0f, 720.0f);
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this->renderer->drawSprite(tex, pos, size);
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tex = Dengine::AssetManager::getTexture("container");
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pos = glm::vec2(200, 200);
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size = glm::vec2(250.0f, 250.0f);
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this->renderer->drawSprite(tex, pos, size);
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}
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}
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#include <Dengine/Renderer.h>
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#include <Dengine/OpenGL.h>
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#include <Dengine/Renderer.h>
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#include <glm/gtx/transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/transform.hpp>
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namespace Dengine
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{
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@ -12,20 +12,15 @@ Renderer::Renderer(Shader *shader)
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this->initRenderData();
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}
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Renderer::~Renderer()
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{
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glDeleteVertexArrays(1, &this->quadVAO);
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}
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void Renderer::drawSprite(const Texture *texture, glm::vec2 position,
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glm::vec2 size, GLfloat rotate, glm::vec3 color)
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Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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void Renderer::drawEntity(Entity *entity, GLfloat rotate, glm::vec3 color)
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{
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this->shader->use();
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glm::mat4 transMatrix = glm::translate(glm::vec3(position, 0.0f));
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glm::mat4 transMatrix = glm::translate(glm::vec3(entity->pos, 0.0f));
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glm::mat4 rotateMatrix = glm::rotate(rotate, glm::vec3(0.0f, 0.0f, 1.0f));
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// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
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glm::mat4 scaleMatrix = glm::scale(glm::vec3(size, 1.0f));
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glm::mat4 scaleMatrix = glm::scale(glm::vec3(entity->size, 1.0f));
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glm::mat4 model = transMatrix * rotateMatrix * scaleMatrix;
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@ -35,7 +30,7 @@ void Renderer::drawSprite(const Texture *texture, glm::vec2 position,
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// this->shader->uniformSetVec3f("spriteColor", color);
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glActiveTexture(GL_TEXTURE0);
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texture->bind();
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entity->tex->bind();
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this->shader->uniformSet1i("tex", 0);
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glBindVertexArray(this->quadVAO);
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@ -70,11 +65,10 @@ void Renderer::initRenderData()
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(glm::vec4);
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const GLuint vertexSize = sizeof(glm::vec4);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize, (GLvoid *)0);
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/* Unbind */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -14,8 +14,7 @@ Shader::Shader()
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Shader::~Shader() {}
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const i32 Shader::loadProgram(const GLuint vertexShader,
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const GLuint fragmentShader)
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const i32 Shader::loadProgram(const GLuint vertexShader, const GLuint fragmentShader)
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{
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this->id = glCreateProgram();
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glAttachShader(this->id, vertexShader);
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@ -36,7 +35,6 @@ const i32 Shader::loadProgram(const GLuint vertexShader,
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}
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return 0;
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}
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void Shader::uniformSet1i(const GLchar *name, const GLuint data)
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@ -6,7 +6,7 @@ Texture::Texture()
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: id(0)
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, width(0)
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, height(0)
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, internalFormat(GL_RGB)
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, internalFormat(GL_RGBA)
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, imageFormat(GL_RGB)
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, wrapS(GL_REPEAT)
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, wrapT(GL_REPEAT)
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@ -28,26 +28,26 @@ INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb)
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{
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switch (bytesPerPixel)
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{
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case Greyscale:
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return GL_LUMINANCE;
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case GreyscaleAlpha:
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return GL_LUMINANCE_ALPHA;
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case RGB:
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return (srgb ? GL_SRGB : GL_RGB);
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case RGBA:
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return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
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default:
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// TODO(doyle): Invalid
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//std::cout << "getGLFormat() invalid bytesPerPixel: "
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// << bytesPerPixel << std::endl;
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return GL_LUMINANCE;
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case Greyscale:
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return GL_LUMINANCE;
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case GreyscaleAlpha:
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return GL_LUMINANCE_ALPHA;
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case RGB:
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return (srgb ? GL_SRGB : GL_RGB);
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case RGBA:
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return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
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default:
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// TODO(doyle): Invalid
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// std::cout << "getGLFormat() invalid bytesPerPixel: "
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// << bytesPerPixel << std::endl;
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return GL_LUMINANCE;
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}
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}
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void Texture::generate(const GLuint width, const GLuint height,
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void Texture::generate(const GLuint width, const GLuint height, const GLint bytesPerPixel,
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const u8 *const image)
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{
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// TODO(doyle): Let us set the parameters gl params as well
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// TODO(doyle): Let us set the parameters gl params as well
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this->width = width;
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this->height = height;
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@ -55,17 +55,17 @@ void Texture::generate(const GLuint width, const GLuint height,
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/* Load image into texture */
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// TODO(doyle) Figure out the gl format
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glTexImage2D(GL_TEXTURE_2D, 0, this->internalFormat, this->width,
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this->height, 0, this->imageFormat, GL_UNSIGNED_BYTE, image);
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this->imageFormat = getGLFormat(static_cast<enum BytesPerPixel>(bytesPerPixel), FALSE);
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glTexImage2D(GL_TEXTURE_2D, 0, this->internalFormat, this->width, this->height, 0,
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this->imageFormat, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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/* Set parameter of currently bound texture */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->wrapS);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->wrapT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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this->filterMinification);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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this->filterMagnification);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->filterMinification);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->filterMagnification);
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/* Unbind and clean up */
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glBindTexture(GL_TEXTURE_2D, 0);
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|
116
src/WorldTraveller.cpp
Normal file
116
src/WorldTraveller.cpp
Normal file
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#include <WorldTraveller/WorldTraveller.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <cstdlib>
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namespace WorldTraveller
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{
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// TODO(doyle): Entity list for each world
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// TODO(doyle): Jumping mechanics
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// TODO(doyle): Collision
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Game::Game(i32 width, i32 height)
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{
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this->width = width;
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this->height = height;
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for (i32 i = 0; i < NUM_KEYS; i++)
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this->keys[i] = FALSE;
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}
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Game::~Game() { delete this->renderer; }
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void Game::init()
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{
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/* Initialise assets */
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std::string texFolder = "data/textures/WorldTraveller/";
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Dengine::AssetManager::loadShaderFiles("data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", "sprite");
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Dengine::AssetManager::loadTextureImage(texFolder + "hero.png", "hero");
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Dengine::AssetManager::loadTextureImage(texFolder + "wall.png", "wall");
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Dengine::AssetManager::loadTextureImage(texFolder + "hitMarker.png", "hitMarker");
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this->shader = Dengine::AssetManager::getShader("sprite");
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this->shader->use();
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glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(this->width), 0.0f,
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static_cast<GLfloat>(this->height), 0.0f, 1.0f);
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this->shader->uniformSetMat4fv("projection", projection);
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GLuint projectionLoc = glGetUniformLocation(this->shader->id, "projection");
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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/* Init game state */
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this->state = state_active;
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this->renderer = new Dengine::Renderer(this->shader);
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||||
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||||
/* Init hero */
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||||
this->hero = Dengine::Entity(glm::vec2(0, 0), "hero");
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glm::vec2 screenCentre = glm::vec2(this->width / 2.0f, this->height / 2.0f);
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glm::vec2 heroOffsetToCentre = glm::vec2(-((i32)hero.size.x / 2), -((i32)hero.size.y / 2));
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glm::vec2 heroCentered = screenCentre + heroOffsetToCentre;
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hero.pos = heroCentered;
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||||
srand(static_cast<u32>(glfwGetTime()));
|
||||
}
|
||||
|
||||
void Game::update(const f32 dt)
|
||||
{
|
||||
const f32 heroSpeed = static_cast<f32>((3.0f * METERS_TO_PIXEL) * dt);
|
||||
|
||||
if (this->keys[GLFW_KEY_SPACE])
|
||||
{
|
||||
#if 0
|
||||
Dengine::Entity hitMarker = Dengine::Entity(glm::vec2(0, 0), "hitMarker");
|
||||
glm::vec2 hitMarkerP =
|
||||
glm::vec2((hero.pos.x * 1.5f) + hitMarker.tex->getWidth(), hero.pos.y * 1.5f);
|
||||
hitMarker.pos = hitMarkerP;
|
||||
renderer->drawEntity(&hitMarker);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (this->keys[GLFW_KEY_RIGHT])
|
||||
{
|
||||
hero.pos.x += heroSpeed;
|
||||
}
|
||||
else if (this->keys[GLFW_KEY_LEFT])
|
||||
{
|
||||
hero.pos.x -= heroSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
void Game::render()
|
||||
{
|
||||
|
||||
Dengine::Renderer *renderer = this->renderer;
|
||||
|
||||
Dengine::Entity wall = Dengine::Entity(glm::vec2(0, 0), "wall");
|
||||
glm::vec2 maxTilesOnScreen =
|
||||
glm::vec2((this->width / wall.size.x), (this->height / wall.size.y));
|
||||
|
||||
Dengine::Entity hitMarker = Dengine::Entity(glm::vec2(100, 100), "hitMarker");
|
||||
|
||||
for (i32 x = 0; x < maxTilesOnScreen.x; x++)
|
||||
{
|
||||
for (i32 y = 0; y < maxTilesOnScreen.y; y++)
|
||||
{
|
||||
if (x == 0 || x == maxTilesOnScreen.x - 1 || y == 0 || y == maxTilesOnScreen.y - 1)
|
||||
{
|
||||
wall.pos = glm::vec2(x * wall.tex->getWidth(), y * wall.tex->getHeight());
|
||||
|
||||
renderer->drawEntity(&wall);
|
||||
}
|
||||
}
|
||||
}
|
||||
renderer->drawEntity(&hero);
|
||||
renderer->drawEntity(&hitMarker);
|
||||
}
|
||||
} // namespace Dengine
|
@ -1,33 +1,32 @@
|
||||
#if 1
|
||||
#include <Dengine/OpenGL.h>
|
||||
#include <Dengine/Common.h>
|
||||
#include <Dengine/Shader.h>
|
||||
#include <Dengine/AssetManager.h>
|
||||
#include <Dengine/Common.h>
|
||||
#include <Dengine/OpenGL.h>
|
||||
#include <Dengine/Renderer.h>
|
||||
#include <Dengine/Shader.h>
|
||||
|
||||
#include <Breakout/Game.h>
|
||||
#include <WorldTraveller/WorldTraveller.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <iostream>
|
||||
#include <cstdint>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
void key_callback(GLFWwindow *window, int key, int scancode, int action,
|
||||
int mode)
|
||||
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
Breakout::Game *game =
|
||||
static_cast<Breakout::Game *>(glfwGetWindowUserPointer(window));
|
||||
WorldTraveller::Game *game =
|
||||
static_cast<WorldTraveller::Game *>(glfwGetWindowUserPointer(window));
|
||||
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
{
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
}
|
||||
|
||||
if (key >= 0 && key < Breakout::NUM_KEYS)
|
||||
if (key >= 0 && key < WorldTraveller::NUM_KEYS)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
game->keys[key] = TRUE;
|
||||
@ -36,13 +35,9 @@ void key_callback(GLFWwindow *window, int key, int scancode, int action,
|
||||
}
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow *window, double xPos, double yPos)
|
||||
{
|
||||
}
|
||||
void mouse_callback(GLFWwindow *window, double xPos, double yPos) {}
|
||||
|
||||
void scroll_callback(GLFWwindow *window, double xOffset, double yOffset)
|
||||
{
|
||||
}
|
||||
void scroll_callback(GLFWwindow *window, double xOffset, double yOffset) {}
|
||||
|
||||
int main()
|
||||
{
|
||||
@ -54,13 +49,11 @@ int main()
|
||||
|
||||
glm::ivec2 windowSize = glm::ivec2(1280, 720);
|
||||
|
||||
GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y,
|
||||
"Breakout", nullptr, nullptr);
|
||||
GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y, "Breakout", nullptr, nullptr);
|
||||
|
||||
if (!window)
|
||||
{
|
||||
std::cout << "glfwCreateWindow() failed: Failed to create window"
|
||||
<< std::endl;
|
||||
std::cout << "glfwCreateWindow() failed: Failed to create window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
@ -71,8 +64,7 @@ int main()
|
||||
glewExperimental = GL_TRUE;
|
||||
if (glewInit() != GLEW_OK)
|
||||
{
|
||||
std::cout << "glewInit() failed: Failed to initialise GLEW"
|
||||
<< std::endl;
|
||||
std::cout << "glewInit() failed: Failed to initialise GLEW" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
// NOTE(doyle): glewInit() bug that sets the gl error flag after init
|
||||
@ -94,7 +86,7 @@ int main()
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
Breakout::Game game = Breakout::Game(frameBufferSize.x, frameBufferSize.y);
|
||||
WorldTraveller::Game game = WorldTraveller::Game(frameBufferSize.x, frameBufferSize.y);
|
||||
game.init();
|
||||
|
||||
glfwSetWindowUserPointer(window, static_cast<void *>(&game));
|
||||
@ -106,13 +98,12 @@ int main()
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
f32 currentFrame = static_cast<f32>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
/* Check and call events */
|
||||
glfwPollEvents();
|
||||
|
||||
game.processInput(deltaTime);
|
||||
game.update(deltaTime);
|
||||
|
||||
/* Rendering commands here*/
|
||||
|
@ -1,13 +1,13 @@
|
||||
#ifndef DENGINE_ASSET_MANAGER_H
|
||||
#define DENGINE_ASSET_MANAGER_H
|
||||
|
||||
#include <Dengine\Common.h>
|
||||
#include <Dengine\Texture.h>
|
||||
#include <Dengine\Shader.h>
|
||||
#include <Dengine/Common.h>
|
||||
#include <Dengine/Shader.h>
|
||||
#include <Dengine/Texture.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
|
||||
namespace Dengine
|
||||
{
|
||||
@ -23,9 +23,8 @@ public:
|
||||
|
||||
/* Shaders */
|
||||
static Shader *getShader(const std::string name);
|
||||
static const i32 loadShaderFiles(const std::string vertexPath,
|
||||
const std::string fragmentPath,
|
||||
const std::string name);
|
||||
static const i32 loadShaderFiles(const std::string vertexPath, const std::string fragmentPath,
|
||||
const std::string name);
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
25
src/include/Dengine/Entity.h
Normal file
25
src/include/Dengine/Entity.h
Normal file
@ -0,0 +1,25 @@
|
||||
#ifndef DENGINE_ENTITY_H
|
||||
#define DENGINE_ENTITY_H
|
||||
|
||||
#include <Dengine/Common.h>
|
||||
#include <Dengine/Texture.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace Dengine
|
||||
{
|
||||
class Entity
|
||||
{
|
||||
public:
|
||||
Entity();
|
||||
Entity(const glm::vec2 pos, const Texture *tex);
|
||||
Entity(const glm::vec2 pos, const glm::vec2 size, const Texture *tex);
|
||||
Entity(const glm::vec2 pos, const std::string texName);
|
||||
~Entity();
|
||||
|
||||
glm::vec2 pos;
|
||||
glm::vec2 size;
|
||||
const Texture *tex;
|
||||
};
|
||||
}
|
||||
#endif
|
@ -5,8 +5,8 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
inline GLenum glCheckError_(const char *file, int line)
|
||||
{
|
||||
|
@ -2,8 +2,10 @@
|
||||
#define DENGINE_RENDERER_H
|
||||
|
||||
#include <Dengine/Common.h>
|
||||
#include <Dengine/Texture.h>
|
||||
#include <Dengine/Entity.h>
|
||||
#include <Dengine/Shader.h>
|
||||
#include <Dengine/Texture.h>
|
||||
|
||||
#include <GLM/glm.hpp>
|
||||
|
||||
namespace Dengine
|
||||
@ -14,9 +16,7 @@ public:
|
||||
Renderer(Shader *shader);
|
||||
~Renderer();
|
||||
|
||||
void drawSprite(const Texture *texture, glm::vec2 position,
|
||||
glm::vec2 size = glm::vec2(10, 10), GLfloat rotate = 0.0f,
|
||||
glm::vec3 color = glm::vec3(1.0f));
|
||||
void drawEntity(Entity *entity, GLfloat rotate = 0.0f, glm::vec3 color = glm::vec3(1.0f));
|
||||
|
||||
private:
|
||||
Shader *shader;
|
||||
|
@ -18,8 +18,7 @@ public:
|
||||
Shader();
|
||||
~Shader();
|
||||
|
||||
const i32 loadProgram(const GLuint vertexShader,
|
||||
const GLuint fragmentShader);
|
||||
const i32 loadProgram(const GLuint vertexShader, const GLuint fragmentShader);
|
||||
|
||||
void uniformSet1i(const GLchar *name, const GLuint data);
|
||||
void uniformSetMat4fv(const GLchar *name, const glm::mat4 data);
|
||||
|
@ -1,8 +1,8 @@
|
||||
#ifndef DENGINE_TEXTURE_H
|
||||
#define DENGINE_TEXTURE_H
|
||||
|
||||
#include <Dengine/OpenGL.h>
|
||||
#include <Dengine/Common.h>
|
||||
#include <Dengine/OpenGL.h>
|
||||
|
||||
namespace Dengine
|
||||
{
|
||||
@ -13,7 +13,7 @@ public:
|
||||
Texture();
|
||||
|
||||
// Generates texture from image data
|
||||
void generate(const GLuint width, const GLuint height,
|
||||
void generate(const GLuint width, const GLuint height, const GLint bytesPerPixel,
|
||||
const u8 *const image);
|
||||
|
||||
// Binds the texture as the current active GL_TEXTURE_2D texture object
|
||||
@ -37,14 +37,13 @@ private:
|
||||
GLuint imageFormat; // Format of loaded image
|
||||
|
||||
// Texture configuration
|
||||
GLuint wrapS; // Wrapping mode on S axis
|
||||
GLuint wrapT; // Wrapping mode on T axis
|
||||
GLuint wrapS; // Wrapping mode on S axis
|
||||
GLuint wrapT; // Wrapping mode on T axis
|
||||
|
||||
// Filtering mode if texture pixels < screen pixels
|
||||
GLuint filterMinification;
|
||||
// Filtering mode if texture pixels > screen pixels
|
||||
GLuint filterMagnification;
|
||||
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
@ -1,27 +1,40 @@
|
||||
#ifndef BREAKOUT_GAME_H
|
||||
#define BREAKOUT_GAME_H
|
||||
#ifndef WORLDTRAVELLER_GAME_H
|
||||
#define WORLDTRAVELLER_GAME_H
|
||||
|
||||
#include <Dengine/OpenGL.h>
|
||||
#include <Dengine/Common.h>
|
||||
#include <Dengine/Renderer.h>
|
||||
#include <Dengine/Shader.h>
|
||||
#include <Dengine/AssetManager.h>
|
||||
#include <Dengine/Entity.h>
|
||||
|
||||
namespace Breakout
|
||||
namespace WorldTraveller
|
||||
{
|
||||
GLOBAL_VAR const i32 NUM_KEYS = 1024;
|
||||
GLOBAL_VAR const i32 METERS_TO_PIXEL = 100;
|
||||
|
||||
enum GameState
|
||||
enum Cardinal
|
||||
{
|
||||
GAME_ACTIVE,
|
||||
GAME_MENU,
|
||||
GAME_WIN
|
||||
cardinal_north = 0,
|
||||
cardinal_west = 1,
|
||||
cardinal_south = 2,
|
||||
cardinal_east = 3,
|
||||
cardinal_num,
|
||||
cardinal_null
|
||||
|
||||
};
|
||||
|
||||
enum State
|
||||
{
|
||||
state_active,
|
||||
state_menu,
|
||||
state_win
|
||||
};
|
||||
|
||||
class Game
|
||||
{
|
||||
public:
|
||||
GameState state;
|
||||
State state;
|
||||
GLboolean keys[NUM_KEYS];
|
||||
i32 width, height;
|
||||
|
||||
@ -30,12 +43,12 @@ public:
|
||||
|
||||
void init();
|
||||
|
||||
void processInput(const f32 dt);
|
||||
void update(const f32 dt);
|
||||
void render();
|
||||
private:
|
||||
Dengine::Shader *shader;
|
||||
Dengine::Renderer *renderer;
|
||||
Dengine::Entity hero;
|
||||
};
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user