Switch over to rect vs v4 where appropriate

Main change is switching the camera to use a rectangle. There is no rect
change in renderer for grouping size and position together. Due to
noticing the use case of rendering- where it's convenient to be able to
offset the rectangle from the position value when passed into the
function explicitly without having to re-create offset Rectangle structs
to pass in.
This commit is contained in:
Doyle Thai 2016-08-04 22:17:14 +10:00
parent eb1962e05e
commit db1eb7b9f3
5 changed files with 89 additions and 86 deletions

View File

@ -290,21 +290,21 @@ void debug_drawUi(GameState *state, f32 dt)
Entity *hero = &world->entities[entity_getIndex(world, world->heroId)];
// TODO(doyle): Dumb copy function from game so we don't expose api
v4 cameraBounds = math_getRect(world->cameraPos, renderer->size);
if (cameraBounds.x <= world->bounds.x)
{
cameraBounds.x = world->bounds.x;
cameraBounds.z = cameraBounds.x + renderer->size.w;
}
Rect camera = {world->cameraPos, renderer->size};
// NOTE(doyle): Lock camera if it passes the bounds of the world
if (camera.pos.x <= world->bounds.x)
camera.pos.x = world->bounds.x;
if (cameraBounds.y >= world->bounds.y) cameraBounds.y = world->bounds.y;
// TODO(doyle): Do the Y component when we need it
f32 cameraTopBoundInPixels = camera.pos.y + camera.size.h;
if (cameraTopBoundInPixels >= world->bounds.y)
camera.pos.y = (world->bounds.y - camera.size.h);
if (cameraBounds.z >= world->bounds.z)
{
cameraBounds.z = world->bounds.z;
cameraBounds.x = cameraBounds.z - renderer->size.w;
}
if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
f32 cameraRightBoundInPixels = camera.pos.x + camera.size.w;
if (cameraRightBoundInPixels >= world->bounds.z)
camera.pos.x = (world->bounds.z - camera.size.w);
if (camera.pos.y <= world->bounds.w) camera.pos.y = world->bounds.w;
Font *font = &GLOBAL_debug.font;
if (world->numEntitiesInBattle > 0)
@ -354,7 +354,7 @@ void debug_drawUi(GameState *state, f32 dt)
i32 indexOfLowerAInMetrics = 'a' - CAST(i32) font->codepointRange.x;
strPos.y += font->charMetrics[indexOfLowerAInMetrics].offset.y;
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
renderer_string(&state->renderer, &state->arena, camera, font,
debugString, strPos, V2(0, 0), 0, color);
f32 stringLineGap = 1.1f * asset_getVFontSpacing(font->metrics);
@ -363,14 +363,14 @@ void debug_drawUi(GameState *state, f32 dt)
char entityPosStr[128];
snprintf(entityPosStr, ARRAY_COUNT(entityPosStr), "%06.2f, %06.2f",
entity->pos.x, entity->pos.y);
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
renderer_string(&state->renderer, &state->arena, camera, font,
entityPosStr, strPos, V2(0, 0), 0, color);
strPos.y -= GLOBAL_debug.stringLineGap;
char entityIDStr[32];
snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", entity->id,
world->uniqueIdAccumulator-1);
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
renderer_string(&state->renderer, &state->arena, camera, font,
entityIDStr, strPos, V2(0, 0), 0, color);
if (entity->stats)
@ -379,27 +379,27 @@ void debug_drawUi(GameState *state, f32 dt)
char entityHealth[32];
snprintf(entityHealth, ARRAY_COUNT(entityHealth), "HP: %3.0f/%3.0f",
entity->stats->health, entity->stats->maxHealth);
renderer_string(&state->renderer, &state->arena, cameraBounds,
renderer_string(&state->renderer, &state->arena, camera,
font, entityHealth, strPos, V2(0, 0), 0, color);
strPos.y -= GLOBAL_debug.stringLineGap;
char entityTimer[32];
snprintf(entityTimer, ARRAY_COUNT(entityTimer), "ATB: %3.0f/%3.0f",
entity->stats->actionTimer, entity->stats->actionRate);
renderer_string(&state->renderer, &state->arena, cameraBounds,
renderer_string(&state->renderer, &state->arena, camera,
font, entityTimer, strPos, V2(0, 0), 0, color);
strPos.y -= GLOBAL_debug.stringLineGap;
char entityIdTarget[32];
snprintf(entityIdTarget, ARRAY_COUNT(entityIdTarget),
"Targetting ID: %d", entity->stats->entityIdToAttack);
renderer_string(&state->renderer, &state->arena, cameraBounds,
renderer_string(&state->renderer, &state->arena, camera,
font, entityIdTarget, strPos, V2(0, 0), 0, color);
}
strPos.y -= GLOBAL_debug.stringLineGap;
char *entityStateStr = debug_entitystate_string(entity->state);
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
renderer_string(&state->renderer, &state->arena, camera, font,
entityStateStr, strPos, V2(0, 0), 0, color);
if (entity->audioRenderer)
@ -410,7 +410,7 @@ void debug_drawUi(GameState *state, f32 dt)
ARRAY_COUNT(entityAudioSourceIndex),
"AudioSource Index: %d",
entity->audioRenderer->sourceIndex);
renderer_string(&state->renderer, &state->arena, cameraBounds,
renderer_string(&state->renderer, &state->arena, camera,
font, entityAudioSourceIndex, strPos, V2(0, 0),
0, color);
}

View File

@ -12,6 +12,9 @@
typedef struct RenderQuad
{
// Vertex composition
// x, y: Coordinates
// z, w: Texture Coords
v4 vertex[4];
} RenderQuad;
@ -140,6 +143,14 @@ INTERNAL void renderObject(Renderer *renderer, v2 pos, v2 size, v2 pivotPoint,
GL_CHECK_ERROR();
}
INTERNAL v2 mapWorldToCameraSpace(v2 worldPos, v4 cameraBounds)
{
// Convert the world position to the camera coordinate system
v2 cameraBottomLeftBound = V2(cameraBounds.x, cameraBounds.w);
v2 posInCameraSpace = v2_sub(worldPos, cameraBottomLeftBound);
return posInCameraSpace;
}
RenderTex renderer_createNullRenderTex(AssetManager *assetManager)
{
Texture *emptyTex = asset_getTexture(assetManager, texlist_empty);
@ -147,25 +158,22 @@ RenderTex renderer_createNullRenderTex(AssetManager *assetManager)
return result;
}
void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size,
void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
v2 pivotPoint, f32 rotate, RenderTex renderTex, v4 color)
{
RenderQuad quad = createDefaultTexQuad(renderer, renderTex);
updateBufferObject(renderer, &quad, 1);
// NOTE(doyle): Get the origin of cameraBounds in world space, bottom left
v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
v2 rectRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
renderObject(renderer, rectRelativeToCamera, size, pivotPoint, rotate,
v2 posInCameraSpace = v2_sub(pos, camera.pos);
renderObject(renderer, posInCameraSpace, size, pivotPoint, rotate,
color, renderTex.tex);
}
void renderer_string(Renderer *const renderer, MemoryArena *arena,
v4 cameraBounds, Font *const font,
const char *const string, v2 pos, v2 pivotPoint,
f32 rotate, v4 color)
void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
Font *const font, const char *const string, v2 pos,
v2 pivotPoint, f32 rotate, v4 color)
{
i32 strLen = common_strlen(string);
i32 strLen = common_strlen(string);
// TODO(doyle): Scale, not too important .. but rudimentary infrastructure
// laid out here
f32 scale = 1.0f;
@ -177,16 +185,15 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena,
v2_add(pos, V2(scale *(CAST(f32) font->maxSize.w * CAST(f32) strLen),
scale * CAST(f32) font->maxSize.h));
v2 leftAlignedP = pos;
if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
if (math_pointInRect(camera, leftAlignedP) ||
math_pointInRect(camera, rightAlignedP))
{
i32 quadIndex = 0;
RenderQuad *stringQuads = PLATFORM_MEM_ALLOC(arena, strLen, RenderQuad);
v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
v2 entityRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
v2 posInCameraSpace = v2_sub(pos, camera.pos);
pos = entityRelativeToCamera;
pos = posInCameraSpace;
f32 baseline = pos.y;
for (i32 i = 0; i < strLen; i++)
{
@ -223,7 +230,7 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena,
}
}
void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
v2 pivotPoint, f32 rotate, v4 color)
{
// TODO(doyle): Batch into render groups
@ -233,8 +240,8 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
// side of the entity
v2 rightAlignedP = v2_add(entity->pos, entity->hitboxSize);
v2 leftAlignedP = entity->pos;
if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
if (math_pointInRect(camera, leftAlignedP) ||
math_pointInRect(camera, rightAlignedP))
{
EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
Animation *anim = entityAnim->anim;
@ -252,10 +259,8 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
createDefaultTexQuad(renderer, renderTex);
updateBufferObject(renderer, &entityQuad, 1);
v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
v2 entityRelativeToCamera = v2_sub(entity->pos, offsetFromCamOrigin);
renderObject(renderer, entityRelativeToCamera, entity->renderSize,
v2 posInCameraSpace = v2_sub(entity->pos, camera.pos);
renderObject(renderer, posInCameraSpace, entity->renderSize,
pivotPoint, rotate, color, entity->tex);
}
}

View File

@ -234,7 +234,7 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
v2 worldDimensionInTiles = V2i(targetWorldWidth / state->tileSize,
targetWorldHeight / state->tileSize);
#else
v2 worldDimensionInTiles = V2i(CAST(i32) windowSize.w / state->tileSize,
v2 worldDimensionInTiles = V2i(CAST(i32) (windowSize.w / state->tileSize) * 2,
CAST(i32) windowSize.h / state->tileSize);
#endif
@ -510,27 +510,24 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
}
}
INTERNAL v4 createCameraBounds(World *world, v2 size)
INTERNAL Rect createWorldBoundedCamera(World *world, v2 size)
{
v4 result = math_getRect(world->cameraPos, size);
Rect camera = {world->cameraPos, size};
// NOTE(doyle): Lock camera if it passes the bounds of the world
if (result.x <= world->bounds.x)
{
result.x = world->bounds.x;
result.z = result.x + size.w;
}
if (camera.pos.x <= world->bounds.x)
camera.pos.x = world->bounds.x;
// TODO(doyle): Do the Y component when we need it
if (result.y >= world->bounds.y) result.y = world->bounds.y;
f32 cameraTopBoundInPixels = camera.pos.y + camera.size.h;
if (cameraTopBoundInPixels >= world->bounds.y)
camera.pos.y = (world->bounds.y - camera.size.h);
if (result.z >= world->bounds.z)
{
result.z = world->bounds.z;
result.x = result.z - size.w;
}
f32 cameraRightBoundInPixels = camera.pos.x + camera.size.w;
if (cameraRightBoundInPixels >= world->bounds.z)
camera.pos.x = (world->bounds.z - camera.size.w);
if (result.w <= world->bounds.w) result.w = world->bounds.w;
return result;
if (camera.pos.y <= world->bounds.w) camera.pos.y = world->bounds.w;
return camera;
}
#define ENTITY_IN_BATTLE TRUE
@ -876,24 +873,10 @@ INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
world->freeEntityIndex -= numDeadEntities;
}
INTERNAL b32 pointInRect(Rect rect, v2 point)
{
b32 outsideOfRectX = FALSE;
if (point.x < rect.pos.x || point.x > (rect.pos.x + rect.size.w))
outsideOfRectX = TRUE;
b32 outsideOfRectY = FALSE;
if (point.y < rect.pos.y || point.y > (rect.pos.y + rect.size.h))
outsideOfRectY = TRUE;
if (outsideOfRectX || outsideOfRectY) return FALSE;
else return TRUE;
}
INTERNAL i32 button(UiState *uiState, AssetManager *assetManager,
Renderer *renderer, KeyInput input, i32 id, Rect rect)
{
if (pointInRect(rect, input.mouseP))
if (math_pointInRect(rect, input.mouseP))
{
DEBUG_PUSH_STRING("POINT IN RECT");
uiState->hotItem = id;
@ -951,8 +934,8 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
* Update entities and render
******************************
*/
EventQueue eventQueue = {0};
v4 cameraBounds = createCameraBounds(world, renderer->size);
EventQueue eventQueue = {0};
Rect camera = createWorldBoundedCamera(world, renderer->size);
AudioManager *audioManager = &state->audioManager;
ASSERT(world->freeEntityIndex < world->maxEntities);
for (i32 i = 0; i < world->freeEntityIndex; i++)
@ -1092,7 +1075,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
{
entity_updateAnim(entity, dt);
/* Calculate region to render */
renderer_entity(renderer, cameraBounds, entity, V2(0, 0), 0,
renderer_entity(renderer, camera, entity, V2(0, 0), 0,
V4(1, 1, 1, 1));
}
}
@ -1122,7 +1105,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
// TODO(doyle): Incorporate UI into entity list or it's own list
// with a rendering lifetime value
renderer_string(renderer, &state->arena,
cameraBounds, font,
camera, font,
damageStr, defender->pos, V2(0, 0),
0, V4(1, 1, 1, 1));
@ -1235,7 +1218,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
v2 heroCenter = v2_add(hero->pos, v2_scale(hero->hitboxSize, 0.5f));
RenderTex renderTex = renderer_createNullRenderTex(assetManager);
f32 distance = v2_magnitude(hero->pos, entity->pos);
renderer_rect(&state->renderer, cameraBounds, heroCenter,
renderer_rect(&state->renderer, camera, heroCenter,
V2(distance, 2.0f), V2(0, 0), angle, renderTex,
V4(1, 0, 0, 1.0f));
}

View File

@ -290,6 +290,21 @@ INTERNAL inline v4 mat4_mul_v4(const mat4 a, const v4 b)
return result;
}
INTERNAL inline b32 math_pointInRect(Rect rect, v2 point)
{
b32 outsideOfRectX = FALSE;
if (point.x < rect.pos.x || point.x > (rect.pos.x + rect.size.w))
outsideOfRectX = TRUE;
b32 outsideOfRectY = FALSE;
if (point.y < rect.pos.y || point.y > (rect.pos.y + rect.size.h))
outsideOfRectY = TRUE;
if (outsideOfRectX || outsideOfRectY) return FALSE;
else return TRUE;
}
INTERNAL inline v4 math_getRect(v2 origin, v2 size)
{
v2 upperLeftBound = v2_add(origin, V2(0.0f, size.y));

View File

@ -32,20 +32,20 @@ RenderTex renderer_createNullRenderTex(AssetManager *assetManager);
// TODO(doyle): Clean up lines
// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size,
void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
v2 pivotPoint, f32 rotate, RenderTex renderTex, v4 color);
inline void renderer_staticRect(Renderer *const renderer, v2 pos, v2 size,
v2 pivotPoint, f32 rotate, RenderTex renderTex,
v4 color)
{
v4 staticCameraBounds = math_getRect(V2(0, 0), renderer->size);
renderer_rect(renderer, staticCameraBounds, pos, size, pivotPoint, rotate,
Rect staticCamera = {V2(0, 0), renderer->size};
renderer_rect(renderer, staticCamera, pos, size, pivotPoint, rotate,
renderTex, color);
}
void renderer_string(Renderer *const renderer, MemoryArena *arena,
v4 cameraBounds, Font *const font,
Rect camera, Font *const font,
const char *const string, v2 pos, v2 pivotPoint,
f32 rotate, v4 color);
@ -53,12 +53,12 @@ inline void renderer_staticString(Renderer *const renderer, MemoryArena *arena,
Font *const font, const char *const string,
v2 pos, v2 pivotPoint, f32 rotate, v4 color)
{
v4 staticCameraBounds = math_getRect(V2(0, 0), renderer->size);
renderer_string(renderer, arena, staticCameraBounds, font, string, pos,
Rect staticCamera = {V2(0, 0), renderer->size};
renderer_string(renderer, arena, staticCamera, font, string, pos,
pivotPoint, rotate, color);
}
void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
v2 pivotPoint, f32 rotate, v4 color);
#endif