Build world model in engine
This commit is contained in:
parent
b75009d03e
commit
5cebf9ad0d
@ -1,5 +1,5 @@
|
||||
{
|
||||
ColumnLimit: 80,
|
||||
ColumnLimit: 100,
|
||||
TabWidth: 4,
|
||||
IndentWidth: 4, # 1 tab
|
||||
UseTab: ForIndentation,
|
||||
|
1
.gitignore
vendored
1
.gitignore
vendored
@ -4,6 +4,7 @@
|
||||
# Custom
|
||||
*.swp
|
||||
*.opendb
|
||||
data/textures/SrcAssets/
|
||||
|
||||
# User-specific files
|
||||
*.suo
|
||||
|
@ -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">
|
||||
|
@ -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>
|
@ -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 fragmentShader = createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER);
|
||||
|
||||
Shader shader;
|
||||
i32 result = shader.loadProgram(vertexShader, fragmentShader);
|
||||
|
40
src/Entity.cpp
Normal file
40
src/Entity.cpp
Normal file
@ -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()
|
||||
{
|
||||
}
|
||||
}
|
66
src/Game.cpp
66
src/Game.cpp
@ -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);
|
||||
}
|
||||
}
|
@ -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);
|
||||
@ -73,8 +68,7 @@ void Renderer::initRenderData()
|
||||
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);
|
||||
|
@ -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)
|
||||
|
@ -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)
|
||||
@ -44,7 +44,7 @@ INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb)
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
@ -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
116
src/WorldTraveller.cpp
Normal file
@ -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
|
@ -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));
|
||||
@ -112,7 +104,6 @@ int main()
|
||||
/* 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
|
||||
{
|
||||
@ -23,8 +23,7 @@ public:
|
||||
|
||||
/* Shaders */
|
||||
static Shader *getShader(const std::string name);
|
||||
static const i32 loadShaderFiles(const std::string vertexPath,
|
||||
const std::string fragmentPath,
|
||||
static const i32 loadShaderFiles(const std::string vertexPath, const std::string fragmentPath,
|
||||
const std::string name);
|
||||
};
|
||||
}
|
||||
|
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
|
||||
@ -44,7 +44,6 @@ private:
|
||||
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