diff --git a/src/WorldTraveller.c b/src/WorldTraveller.c index ac103b5..3045ab0 100644 --- a/src/WorldTraveller.c +++ b/src/WorldTraveller.c @@ -2,9 +2,15 @@ #include #include +//TODO(doyle): This is temporary! Maybe abstract into our platform layer, or +//choose to load assets outside of WorldTraveller! +#include + void updateBufferObject(GLuint vbo, v4 texNDC) { // TODO(doyle): We assume that vbo and vao are assigned + // NOTE(doyle): Draws a series of triangles (three-sided polygons) using + // vertices v0, v1, v2, then v2, v1, v3 (note the order) v4 vertices[] = { // x y s t {0.0f, 1.0f, texNDC.x, texNDC.y}, // Top left @@ -26,19 +32,28 @@ void worldTraveller_gameInit(GameState *state) /* Initialise assets */ asset_loadTextureImage( "data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero); - glCheckError(); asset_loadShaderFiles("data/shaders/sprite.vert.glsl", "data/shaders/sprite.frag.glsl", shaderlist_sprite); glCheckError(); - state->state = state_active; - state->heroLastDirection = direction_east; + state->state = state_active; /* Init hero */ - Entity *hero = &state->hero; - hero->tex = asset_getTexture(texlist_hero); - hero->size = V2(58.0f, 98.0f); - hero->pos = V2(0.0f, 0.0f); + SpriteAnim heroAnim = {NULL, 1, 0, 1.0f, 1.0f}; + // TODO(doyle): Get rid of + heroAnim.rect = (v4 *)calloc(1, sizeof(v4)); + heroAnim.rect[0] = V4(746.0f, 1018.0f, 804.0f, 920.0f); + + Entity heroEnt = {V2(0.0f, 0.0f), + V2(0.0f, 0.0f), + V2(58.0f, 98.0f), + direction_east, + asset_getTexture(texlist_hero), + heroAnim}; + + state->heroIndex = state->freeEntityIndex; + state->entityList[state->freeEntityIndex++] = heroEnt; + Entity *hero = &state->entityList[state->heroIndex]; Texture *heroSheet = hero->tex; v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height); @@ -50,15 +65,16 @@ void worldTraveller_gameInit(GameState *state) CAST(i32) sheetSize.w, CAST(i32) sheetSize.h); } - f32 ndcFactor = sheetSize.w; - v2 heroStartPixel = V2(746.0f, 1018.0f); - v2 heroSizeOnSheet = V2(58.0f, 98.0f); - v4 heroRect = V4(heroStartPixel.x, - heroStartPixel.y, - heroStartPixel.x + heroSizeOnSheet.w, - heroStartPixel.y - heroSizeOnSheet.h); + /* Create a NPC */ + SpriteAnim npcAnim = {NULL, 2, 0, 0.3f, 0.3f}; + // TODO(doyle): Get rid of + npcAnim.rect = (v4 *)calloc(2, sizeof(v4)); + npcAnim.rect[0] = V4(944.0f, 918.0f, 1010.0f, 816.0f); + npcAnim.rect[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f); - v4 heroTexNDC = v4_scale(heroRect, 1.0f/ndcFactor); + Entity npcEnt = {V2(300.0f, 300.0f), V2(0.0f, 0.0f), hero->size, + direction_null, hero->tex, npcAnim}; + state->entityList[state->freeEntityIndex++] = npcEnt; /* Init renderer */ Renderer *renderer = &state->renderer; @@ -70,16 +86,6 @@ void worldTraveller_gameInit(GameState *state) shader_uniformSetMat4fv(renderer->shader, "projection", projection); glCheckError(); - // NOTE(doyle): Draws a series of triangles (three-sided polygons) using - // vertices v0, v1, v2, then v2, v1, v3 (note the order) - v4 vertices[] = { - // x y s t - {0.0f, 1.0f, heroTexNDC.x, heroTexNDC.y}, // Top left - {0.0f, 0.0f, heroTexNDC.x, heroTexNDC.w}, // Bottom left - {1.0f, 1.0f, heroTexNDC.z, heroTexNDC.y}, // Top right - {1.0f, 0.0f, heroTexNDC.z, heroTexNDC.w}, // Bottom right - }; - /* Create buffers */ glGenVertexArrays(1, &renderer->vao); glGenBuffers(1, &renderer->vbo); @@ -89,14 +95,9 @@ void worldTraveller_gameInit(GameState *state) glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo); glBindVertexArray(renderer->vao); - /* Configure VBO */ - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - glCheckError(); - /* Configure VAO */ const GLuint numVertexElements = 4; const GLuint vertexSize = sizeof(v4); - glEnableVertexAttribArray(0); glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize, (GLvoid *)0); @@ -122,6 +123,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt) f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position */ + Entity *hero = &state->entityList[state->heroIndex]; v2 ddPos = V2(0, 0); if (state->keys[GLFW_KEY_SPACE]) @@ -131,12 +133,12 @@ INTERNAL void parseInput(GameState *state, const f32 dt) if (state->keys[GLFW_KEY_RIGHT]) { ddPos.x = 1.0f; - state->heroLastDirection = direction_east; + hero->direction = direction_east; } if (state->keys[GLFW_KEY_LEFT]) { ddPos.x = -1.0f; - state->heroLastDirection = direction_west; + hero->direction = direction_west; } if (state->keys[GLFW_KEY_UP]) @@ -164,7 +166,6 @@ INTERNAL void parseInput(GameState *state, const f32 dt) ddPos = v2_scale(ddPos, heroSpeed); // TODO(doyle): Counteracting force on player's acceleration is arbitrary - Entity *hero = &state->hero; ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f)); /* @@ -188,60 +189,38 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt) parseInput(state, dt); glCheckError(); - Entity *hero = &state->hero; - Texture *heroSheet = hero->tex; - f32 ndcFactor = CAST(f32)heroSheet->width; + // NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1 + Entity *hero = &state->entityList[state->heroIndex]; + f32 ndcFactor = 1.0f / CAST(f32) hero->tex->width; - v2 heroStartPixel = V2(746.0f, 1018.0f); // direction == east - - v2 heroSizeOnSheet = V2(58.0f, 98.0f); - v4 heroRect = V4(heroStartPixel.x, - heroStartPixel.y, - heroStartPixel.x + heroSizeOnSheet.w, - heroStartPixel.y - heroSizeOnSheet.h); - - v4 heroTexNDC = v4_scale(heroRect, 1.0f / ndcFactor); - if (state->heroLastDirection == direction_east) + ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList)); + for (i32 i = 0; i < state->freeEntityIndex; i++) { - // NOTE(doyle): Flip the x coordinates to flip the tex - v4 copyNDC = heroTexNDC; - heroTexNDC.x = copyNDC.z; - heroTexNDC.z = copyNDC.x; - } + Entity *entity = &state->entityList[i]; + SpriteAnim *anim = &entity->anim; - updateBufferObject(state->renderer.vbo, heroTexNDC); - renderer_entity(&state->renderer, hero, 0.0f, V3(0, 0, 0)); - - Entity npcEnt = {V2(300.0f, 300.0f), V2(0.0f, 0.0f), hero->size, hero->tex}; - - v4 npcRects[2] = { - {944.0f, 918.0f, 1010.0f, 816.0f}, - {944.0f, 812.0f, 1010.0f, 710.0f}, - }; - - LOCAL_PERSIST f32 frameDurationInSec = 0.0f; - LOCAL_PERSIST i32 npcLastRect = 0; - - frameDurationInSec -= dt; - v4 npcCurrRect = npcRects[npcLastRect]; - if (frameDurationInSec <= 0.0f) - { - if (npcLastRect == 0) + v4 currFrameRect = anim->rect[anim->currRectIndex]; + anim->currDuration -= dt; + if (anim->currDuration <= 0.0f) { - npcCurrRect = npcRects[1]; - npcLastRect = 1; + anim->currRectIndex++; + anim->currRectIndex = anim->currRectIndex % anim->numRects; + currFrameRect = anim->rect[anim->currRectIndex]; + anim->currDuration = anim->duration; } - else - { - npcCurrRect = npcRects[0]; - npcLastRect = 0; - } - frameDurationInSec = 0.3f; - } - v4 npcTexNDC = v4_scale(npcCurrRect, 1.0f / ndcFactor); - updateBufferObject(state->renderer.vbo, npcTexNDC); - renderer_entity(&state->renderer, &npcEnt, 0.0f, V3(0, 0, 0)); + v4 texNDC = v4_scale(currFrameRect, ndcFactor); + if (entity->direction == direction_east) + { + // NOTE(doyle): Flip the x coordinates to flip the tex + v4 tmpNDC = texNDC; + texNDC.x = tmpNDC.z; + texNDC.z = tmpNDC.x; + } + + updateBufferObject(state->renderer.vbo, texNDC); + renderer_entity(&state->renderer, entity, 0.0f, V3(0, 0, 0)); + } // TODO(doyle): Clean up lines // Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); } diff --git a/src/include/Dengine/Common.h b/src/include/Dengine/Common.h index 49ce187..e923d46 100644 --- a/src/include/Dengine/Common.h +++ b/src/include/Dengine/Common.h @@ -22,5 +22,7 @@ typedef double f64; #define ARRAY_COUNT(array) (sizeof(array) / sizeof(array[0])) #define CAST(type) (type) +#define ASSERT(expr) if(!(expr)) { *(int *)0 = 0; } + #endif diff --git a/src/include/Dengine/Entity.h b/src/include/Dengine/Entity.h index f2711e6..43a5ca6 100644 --- a/src/include/Dengine/Entity.h +++ b/src/include/Dengine/Entity.h @@ -4,12 +4,34 @@ #include #include +enum Direction +{ + direction_north, + direction_west, + direction_south, + direction_east, + direction_num, + direction_null, +}; + +typedef struct SpriteAnim +{ + v4 *rect; + i32 numRects; + i32 currRectIndex; + + f32 duration; + f32 currDuration; +} SpriteAnim; + typedef struct Entity { v2 pos; // Position v2 dPos; // Velocity v2 size; + enum Direction direction; Texture *tex; + SpriteAnim anim; } Entity; #endif diff --git a/src/include/WorldTraveller/WorldTraveller.h b/src/include/WorldTraveller/WorldTraveller.h index 42a0aa7..74229f3 100644 --- a/src/include/WorldTraveller/WorldTraveller.h +++ b/src/include/WorldTraveller/WorldTraveller.h @@ -15,15 +15,6 @@ enum State state_win }; -enum Direction -{ - direction_north, - direction_west, - direction_south, - direction_east, - direction_num, -}; - typedef struct GameState { enum State state; @@ -31,8 +22,11 @@ typedef struct GameState i32 width, height; Renderer renderer; - Entity hero; - enum Direction heroLastDirection; + i32 heroIndex; + + // TODO(doyle): Make size of list dynamic + Entity entityList[256]; + i32 freeEntityIndex; } GameState; void worldTraveller_gameInit(GameState *state);