Build world model in engine

This commit is contained in:
Doyle Thai 2016-06-17 00:14:58 +10:00
parent b75009d03e
commit 5cebf9ad0d
19 changed files with 294 additions and 177 deletions

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@ -1,5 +1,5 @@
{
ColumnLimit: 80,
ColumnLimit: 100,
TabWidth: 4,
IndentWidth: 4, # 1 tab
UseTab: ForIndentation,

1
.gitignore vendored
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@ -4,6 +4,7 @@
# Custom
*.swp
*.opendb
data/textures/SrcAssets/
# User-specific files
*.suo

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@ -122,9 +122,10 @@
<ItemGroup>
<ClCompile Include="src\AssetManager.cpp" />
<ClCompile Include="src\dengine.cpp" />
<ClCompile Include="src\Game.cpp" />
<ClCompile Include="src\Entity.cpp" />
<ClCompile Include="src\Renderer.cpp" />
<ClCompile Include="src\Shader.cpp" />
<ClCompile Include="src\WorldTraveller.cpp" />
<ClCompile Include="src\Texture.cpp" />
<ClCompile Include="src\Tutorial.cpp" />
</ItemGroup>
@ -138,10 +139,12 @@
<ClInclude Include="src\include\Dengine\AssetManager.h" />
<ClInclude Include="src\include\Dengine\Common.h" />
<ClInclude Include="src\include\Breakout\Game.h" />
<ClInclude Include="src\include\Dengine\Entity.h" />
<ClInclude Include="src\include\Dengine\OpenGL.h" />
<ClInclude Include="src\include\Dengine\Renderer.h" />
<ClInclude Include="src\include\Dengine\Shader.h" />
<ClInclude Include="src\include\Dengine\Texture.h" />
<ClInclude Include="src\include\WorldTraveller\WorldTraveller.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

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@ -27,15 +27,18 @@
<ClCompile Include="src\AssetManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Game.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Tutorial.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Renderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\WorldTraveller.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Entity.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="data\shaders\default.vert.glsl" />
@ -65,5 +68,11 @@
<ClInclude Include="src\include\Dengine\Renderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\include\WorldTraveller\WorldTraveller.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\include\Dengine\Entity.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -21,24 +21,22 @@ Texture *AssetManager::getTexture(const std::string name)
return nullptr;
}
const i32 AssetManager::loadTextureImage(const std::string path,
const std::string name)
const i32 AssetManager::loadTextureImage(const std::string path, const std::string name)
{
/* Open the texture image */
i32 imgWidth, imgHeight, bytesPerPixel;
stbi_set_flip_vertically_on_load(TRUE);
u8 *image =
stbi_load(path.c_str(), &imgWidth, &imgHeight, &bytesPerPixel, 0);
u8 *image = stbi_load(path.c_str(), &imgWidth, &imgHeight, &bytesPerPixel, 0);
if (!image)
{
std::cerr << "stdbi_load() failed: " << stbi_failure_reason()
<< std::endl;
std::cerr << "stdbi_load() failed: " << stbi_failure_reason() << std::endl;
return -1;
}
Texture tex;
tex.generate(imgWidth, imgHeight, image);
tex.generate(static_cast<GLuint>(imgWidth), static_cast<GLuint>(imgHeight),
static_cast<GLint>(bytesPerPixel), image);
stbi_image_free(image);
textures[name] = tex;
@ -99,13 +97,11 @@ INTERNAL GLuint createShaderFromPath(std::string path, GLuint shadertype)
}
const i32 AssetManager::loadShaderFiles(const std::string vertexPath,
const std::string fragmentPath,
const std::string name)
const std::string fragmentPath, const std::string name)
{
GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER);
GLuint fragmentShader =
createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER);
GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER);
GLuint fragmentShader = createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER);
Shader shader;
i32 result = shader.loadProgram(vertexShader, fragmentShader);

40
src/Entity.cpp Normal file
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@ -0,0 +1,40 @@
#include <Dengine/Entity.h>
#include <Dengine/AssetManager.h>
namespace Dengine
{
Entity::Entity()
: pos(glm::vec2(0, 0))
, size(glm::vec2(0, 0))
, tex(nullptr)
{
}
Entity::Entity(const glm::vec2 pos, const Texture *tex)
{
this->pos = pos;
this->tex = tex;
this->size = glm::vec2(tex->getWidth(), tex->getHeight());
}
Entity::Entity(const glm::vec2 pos, glm::vec2 size, const Texture *tex)
{
this->pos = pos;
this->tex = tex;
this->size = size;
}
Entity::Entity(const glm::vec2 pos, const std::string texName)
{
Texture *tex = AssetManager::getTexture(texName);
this->pos = pos;
this->tex = tex;
this->size = glm::vec2(tex->getWidth(), tex->getHeight());
}
Entity::~Entity()
{
}
}

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@ -1,66 +0,0 @@
#include <Breakout\Game.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
namespace Breakout
{
Game::Game(i32 width, i32 height)
{
this->width = width;
this->height = height;
glCheckError();
}
Game::~Game()
{
delete this->renderer;
}
void Game::init()
{
/* Initialise assets */
Dengine::AssetManager::loadShaderFiles("data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl",
"sprite");
Dengine::AssetManager::loadTextureImage("data/textures/container.jpg",
"container");
Dengine::AssetManager::loadTextureImage("data/textures/wall.jpg", "wall");
Dengine::AssetManager::loadTextureImage("data/textures/awesomeface.png",
"awesomeface");
Dengine::AssetManager::loadTextureImage("data/textures/plain_terrain.jpg",
"plain_terrain");
this->shader = Dengine::AssetManager::getShader("sprite");
this->shader->use();
glm::mat4 projection =
glm::ortho(0.0f, static_cast<GLfloat>(this->width), 0.0f,
static_cast<GLfloat>(this->height), 0.0f, 1.0f);
this->shader->uniformSetMat4fv("projection", projection);
GLuint projectionLoc = glGetUniformLocation(this->shader->id, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
/* Init game state */
this->state = GAME_ACTIVE;
this->renderer = new Dengine::Renderer(this->shader);
}
void Game::processInput(const f32 dt) {}
void Game::update(const f32 dt) {}
void Game::render()
{
const Dengine::Texture *tex =
Dengine::AssetManager::getTexture("plain_terrain");
glm::vec2 pos = glm::vec2(0, 0);
glm::vec2 size = glm::vec2(1280.0f, 720.0f);
this->renderer->drawSprite(tex, pos, size);
tex = Dengine::AssetManager::getTexture("container");
pos = glm::vec2(200, 200);
size = glm::vec2(250.0f, 250.0f);
this->renderer->drawSprite(tex, pos, size);
}
}

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@ -1,8 +1,8 @@
#include <Dengine/Renderer.h>
#include <Dengine/OpenGL.h>
#include <Dengine/Renderer.h>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
namespace Dengine
{
@ -12,20 +12,15 @@ Renderer::Renderer(Shader *shader)
this->initRenderData();
}
Renderer::~Renderer()
{
glDeleteVertexArrays(1, &this->quadVAO);
}
void Renderer::drawSprite(const Texture *texture, glm::vec2 position,
glm::vec2 size, GLfloat rotate, glm::vec3 color)
Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
void Renderer::drawEntity(Entity *entity, GLfloat rotate, glm::vec3 color)
{
this->shader->use();
glm::mat4 transMatrix = glm::translate(glm::vec3(position, 0.0f));
glm::mat4 transMatrix = glm::translate(glm::vec3(entity->pos, 0.0f));
glm::mat4 rotateMatrix = glm::rotate(rotate, glm::vec3(0.0f, 0.0f, 1.0f));
// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
glm::mat4 scaleMatrix = glm::scale(glm::vec3(size, 1.0f));
glm::mat4 scaleMatrix = glm::scale(glm::vec3(entity->size, 1.0f));
glm::mat4 model = transMatrix * rotateMatrix * scaleMatrix;
@ -35,7 +30,7 @@ void Renderer::drawSprite(const Texture *texture, glm::vec2 position,
// this->shader->uniformSetVec3f("spriteColor", color);
glActiveTexture(GL_TEXTURE0);
texture->bind();
entity->tex->bind();
this->shader->uniformSet1i("tex", 0);
glBindVertexArray(this->quadVAO);
@ -70,11 +65,10 @@ void Renderer::initRenderData()
/* Configure VAO */
const GLuint numVertexElements = 4;
const GLuint vertexSize = sizeof(glm::vec4);
const GLuint vertexSize = sizeof(glm::vec4);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
(GLvoid *)0);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize, (GLvoid *)0);
/* Unbind */
glBindBuffer(GL_ARRAY_BUFFER, 0);

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@ -14,8 +14,7 @@ Shader::Shader()
Shader::~Shader() {}
const i32 Shader::loadProgram(const GLuint vertexShader,
const GLuint fragmentShader)
const i32 Shader::loadProgram(const GLuint vertexShader, const GLuint fragmentShader)
{
this->id = glCreateProgram();
glAttachShader(this->id, vertexShader);
@ -36,7 +35,6 @@ const i32 Shader::loadProgram(const GLuint vertexShader,
}
return 0;
}
void Shader::uniformSet1i(const GLchar *name, const GLuint data)

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@ -6,7 +6,7 @@ Texture::Texture()
: id(0)
, width(0)
, height(0)
, internalFormat(GL_RGB)
, internalFormat(GL_RGBA)
, imageFormat(GL_RGB)
, wrapS(GL_REPEAT)
, wrapT(GL_REPEAT)
@ -28,26 +28,26 @@ INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb)
{
switch (bytesPerPixel)
{
case Greyscale:
return GL_LUMINANCE;
case GreyscaleAlpha:
return GL_LUMINANCE_ALPHA;
case RGB:
return (srgb ? GL_SRGB : GL_RGB);
case RGBA:
return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
default:
// TODO(doyle): Invalid
//std::cout << "getGLFormat() invalid bytesPerPixel: "
// << bytesPerPixel << std::endl;
return GL_LUMINANCE;
case Greyscale:
return GL_LUMINANCE;
case GreyscaleAlpha:
return GL_LUMINANCE_ALPHA;
case RGB:
return (srgb ? GL_SRGB : GL_RGB);
case RGBA:
return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
default:
// TODO(doyle): Invalid
// std::cout << "getGLFormat() invalid bytesPerPixel: "
// << bytesPerPixel << std::endl;
return GL_LUMINANCE;
}
}
void Texture::generate(const GLuint width, const GLuint height,
void Texture::generate(const GLuint width, const GLuint height, const GLint bytesPerPixel,
const u8 *const image)
{
// TODO(doyle): Let us set the parameters gl params as well
// TODO(doyle): Let us set the parameters gl params as well
this->width = width;
this->height = height;
@ -55,17 +55,17 @@ void Texture::generate(const GLuint width, const GLuint height,
/* Load image into texture */
// TODO(doyle) Figure out the gl format
glTexImage2D(GL_TEXTURE_2D, 0, this->internalFormat, this->width,
this->height, 0, this->imageFormat, GL_UNSIGNED_BYTE, image);
this->imageFormat = getGLFormat(static_cast<enum BytesPerPixel>(bytesPerPixel), FALSE);
glTexImage2D(GL_TEXTURE_2D, 0, this->internalFormat, this->width, this->height, 0,
this->imageFormat, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
/* Set parameter of currently bound texture */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->wrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
this->filterMinification);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
this->filterMagnification);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->filterMinification);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->filterMagnification);
/* Unbind and clean up */
glBindTexture(GL_TEXTURE_2D, 0);

116
src/WorldTraveller.cpp Normal file
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@ -0,0 +1,116 @@
#include <WorldTraveller/WorldTraveller.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <cstdlib>
namespace WorldTraveller
{
// TODO(doyle): Entity list for each world
// TODO(doyle): Jumping mechanics
// TODO(doyle): Collision
Game::Game(i32 width, i32 height)
{
this->width = width;
this->height = height;
for (i32 i = 0; i < NUM_KEYS; i++)
this->keys[i] = FALSE;
}
Game::~Game() { delete this->renderer; }
void Game::init()
{
/* Initialise assets */
std::string texFolder = "data/textures/WorldTraveller/";
Dengine::AssetManager::loadShaderFiles("data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl", "sprite");
Dengine::AssetManager::loadTextureImage(texFolder + "hero.png", "hero");
Dengine::AssetManager::loadTextureImage(texFolder + "wall.png", "wall");
Dengine::AssetManager::loadTextureImage(texFolder + "hitMarker.png", "hitMarker");
this->shader = Dengine::AssetManager::getShader("sprite");
this->shader->use();
glm::mat4 projection = glm::ortho(0.0f, static_cast<GLfloat>(this->width), 0.0f,
static_cast<GLfloat>(this->height), 0.0f, 1.0f);
this->shader->uniformSetMat4fv("projection", projection);
GLuint projectionLoc = glGetUniformLocation(this->shader->id, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
/* Init game state */
this->state = state_active;
this->renderer = new Dengine::Renderer(this->shader);
/* Init hero */
this->hero = Dengine::Entity(glm::vec2(0, 0), "hero");
glm::vec2 screenCentre = glm::vec2(this->width / 2.0f, this->height / 2.0f);
glm::vec2 heroOffsetToCentre = glm::vec2(-((i32)hero.size.x / 2), -((i32)hero.size.y / 2));
glm::vec2 heroCentered = screenCentre + heroOffsetToCentre;
hero.pos = heroCentered;
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

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@ -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*/

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@ -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

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@ -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

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@ -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)
{

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@ -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;

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@ -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);

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@ -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

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@ -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;
};
}