Fix ortho projection, sprite vertex to map from 0 to 1
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68c53dad0a
commit
b75009d03e
32
src/Game.cpp
32
src/Game.cpp
@ -31,28 +31,21 @@ void Game::init()
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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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glCheckError();
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glm::mat4 projection= glm::ortho(0.0f, 1280.0f,
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720.0f, 0.0f, -1.0f, 1.0f);
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glCheckError();
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this->shader = Dengine::AssetManager::getShader("sprite");
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this->shader->use();
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glCheckError();
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//shader->uniformSetMat4fv("projection", projection);
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glCheckError();
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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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glCheckError();
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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glCheckError();
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/* Init game state */
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this->state = GAME_ACTIVE;
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glCheckError();
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this->renderer = new Dengine::Renderer(this->shader);
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glCheckError();
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}
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void Game::processInput(const f32 dt) {}
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@ -61,14 +54,13 @@ 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(200, 200);
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glm::vec2 size = glm::vec2(640, 360);
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GLfloat rotation = 0;
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glm::vec3 color = glm::vec3(1.0f);
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this->renderer->drawSprite(tex, pos, size, rotation, color);
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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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this->renderer->drawSprite(Dengine::AssetManager::getTexture("awesomeface"),
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glm::vec2(200, 200), glm::vec2(300, 400), 45.0f,
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glm::vec3(0.0f, 1.0f, 0.0f));
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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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@ -1,6 +1,7 @@
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#include <Dengine/Renderer.h>
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#include <Dengine/OpenGL.h>
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#include <glm/gtx/transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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namespace Dengine
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@ -19,21 +20,14 @@ 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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{
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this->shader->use();
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glm::mat4 model;
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// First translate (transformations are: scale happens first, then rotation
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// and then finall translation happens; reversed order)
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model = glm::translate(model, glm::vec3(position, 0.0f));
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glm::mat4 transMatrix = glm::translate(glm::vec3(position, 0.0f));
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glm::mat4 rotateMatrix = glm::rotate(rotate, glm::vec3(0.0f, 0.0f, 1.0f));
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// Move origin of rotation to center of quad
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model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f));
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// Then rotate
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model = glm::rotate(model, 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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// Move origin back
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model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f));
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model = glm::scale(model, glm::vec3(size, 1.0f)); // Last scale
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glm::mat4 model = transMatrix * rotateMatrix * scaleMatrix;
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this->shader->uniformSetMat4fv("model", model);
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@ -51,12 +45,14 @@ void Renderer::drawSprite(const Texture *texture, glm::vec2 position,
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void Renderer::initRenderData()
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{
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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glm::vec4 vertices[] = {
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// x y s t
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{+1.0f, +1.0f, 1.0f, 1.0f}, // Top right
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{+1.0f, -1.0f, 1.0f, 0.0f}, // Bottom right
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{-1.0f, +1.0f, 0.0f, 1.0f}, // Top left
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{-1.0f, -1.0f, 0.0f, 0.0f}, // Bottom left
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// x y s t
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{0.0f, 1.0f, 0.0f, 1.0f}, // Top left
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{0.0f, 0.0f, 0.0f, 0.0f}, // Bottom left
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{1.0f, 1.0f, 1.0f, 1.0f}, // Top right
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{1.0f, 0.0f, 1.0f, 0.0f}, // Bottom right
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};
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GLuint VBO;
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@ -79,8 +79,6 @@ int main()
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// regardless of success. Catch it once by calling glGetError
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glGetError();
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glCheckError();
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glm::ivec2 frameBufferSize;
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glfwGetFramebufferSize(window, &frameBufferSize.x, &frameBufferSize.y);
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glViewport(0, 0, frameBufferSize.x, frameBufferSize.y);
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@ -91,22 +89,15 @@ int main()
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glEnable(GL_BLEND);
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glCheckError();
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glEnable(GL_CULL_FACE);
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glCheckError();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glCheckError();
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glCullFace(GL_BACK);
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glCheckError();
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Breakout::Game game = Breakout::Game(frameBufferSize.x, frameBufferSize.y);
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glCheckError();
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game.init();
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glCheckError();
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glfwSetWindowUserPointer(window, static_cast<void *>(&game));
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glCheckError();
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f32 deltaTime = 0.0f; // Time between current frame and last frame
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f32 lastFrame = 0.0f; // Time of last frame
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