Add tile grid and atlas concept to game

This commit is contained in:
Doyle Thai 2016-06-25 21:23:15 +10:00
parent b7063963b8
commit e638724c75
8 changed files with 114 additions and 14 deletions

View File

@ -8,14 +8,20 @@ GLOBAL_VAR AssetManager assetManager;
Texture *asset_getTexture(const enum TexList type)
{
// NOTE(doyle): Since we're using a map, the count of an object can
// only be 1 or 0
if (type < texlist_count)
return &assetManager.textures[type];
return NULL;
}
TexAtlas *asset_getTextureAtlas(const enum TexList type)
{
if (type < texlist_count)
return &assetManager.texAtlas[type];
return NULL;
}
const i32 asset_loadTextureImage(const char *const path, const enum TexList type)
{
/* Open the texture image */

View File

@ -2,16 +2,23 @@
#include <Dengine/Renderer.h>
void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate, v3 color)
{
renderer_object(renderer, entity->pos, entity->size, rotate, color,
entity->tex);
}
void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
Texture *tex)
{
shader_use(renderer->shader);
mat4 transMatrix = mat4_translate(entity->pos.x, entity->pos.y, 0.0f);
mat4 transMatrix = mat4_translate(pos.x, pos.y, 0.0f);
mat4 rotateMatrix = mat4_rotate(rotate, 0.0f, 0.0f, 1.0f);
// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
// TODO(doyle): We should have a notion of hitbox size and texture size
// we're going to render so we can draw textures that may be bigger than the
// entity, (slightly) but keep a consistent bounding box
mat4 scaleMatrix = mat4_scale(entity->size.x, entity->size.y, 1.0f);
mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
shader_uniformSetMat4fv(renderer->shader, "model", model);
@ -21,9 +28,12 @@ void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate, v3 color)
// this->shader->uniformSetVec3f("spriteColor", color);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, entity->tex->id);
shader_uniformSet1i(renderer->shader, "tex", 0);
glCheckError();
if (tex)
{
glBindTexture(GL_TEXTURE_2D, tex->id);
shader_uniformSet1i(renderer->shader, "tex", 0);
}
glBindVertexArray(renderer->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

View File

@ -32,11 +32,45 @@ void worldTraveller_gameInit(GameState *state)
/* Initialise assets */
asset_loadTextureImage(
"data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero);
asset_loadTextureImage(
"data/textures/WorldTraveller/Terrain.png", texlist_terrain);
TexAtlas *terrainAtlas = asset_getTextureAtlas(texlist_terrain);
f32 atlasTileSize = 128.0f;
terrainAtlas->texRect[terraincoords_ground] =
V4(384.0f, 512.0f, 384.0f + atlasTileSize, 512.0f + atlasTileSize);
asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl", shaderlist_sprite);
glCheckError();
state->state = state_active;
state->state = state_active;
state->tileSize = 32;
state->currWorldIndex = 0;
/* Init world tiles */
i32 highestSquaredValue = 1;
while (squared(highestSquaredValue) < ARRAY_COUNT(state->world[0].tiles))
highestSquaredValue++;
const i32 worldSize = highestSquaredValue - 1;
// NOTE(doyle): Origin is center of the world
for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
{
for (i32 y = 0; y < worldSize; y++)
{
for (i32 x = 0; x < worldSize; x++)
{
i32 packedDimension = y * worldSize + x;
World *world = state->world;
world[i].texType = texlist_terrain;
world[i].tiles[packedDimension].pos =
V2(CAST(f32) x, CAST(f32) y);
}
}
}
/* Init hero */
Entity heroEnt = {V2(0.0f, 0.0f),
@ -268,9 +302,27 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
parseInput(state, dt);
glCheckError();
World *world = &state->world[state->currWorldIndex];
TexAtlas *worldAtlas = asset_getTextureAtlas(world->texType);
Texture *worldTex = asset_getTexture(world->texType);
f32 ndcFactor = 1.0f / CAST(f32)worldTex->width;
for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
{
Tile tile = world->tiles[i];
v2 tileSize = V2(CAST(f32)state->tileSize, CAST(f32)state->tileSize);
v2 tilePosInPixel = v2_scale(tile.pos, tileSize.x);
v4 texNDC =
v4_scale(worldAtlas->texRect[terraincoords_ground], ndcFactor);
updateBufferObject(state->renderer.vbo, texNDC);
renderer_object(&state->renderer, tilePosInPixel, tileSize, 0.0f,
V3(0, 0, 0), worldTex);
}
// 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;
ndcFactor = 1.0f / CAST(f32) hero->tex->width;
ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
for (i32 i = 0; i < state->freeEntityIndex; i++)

View File

@ -80,7 +80,6 @@ int main()
glCullFace(GL_BACK);
GameState worldTraveller = {0};
worldTraveller.state = state_active;
worldTraveller.width = CAST(i32)frameBufferSize.x;
worldTraveller.height = CAST(i32)frameBufferSize.y;
@ -94,7 +93,7 @@ int main()
#if 0
// TODO(doyle): Get actual monitor refresh rate
i32 monitorRefreshHz = 60;
f32 targetSecondsPerFrame = 1.0f / static_cast<f32>(monitorRefreshHz);
f32 targetSecondsPerFrame = 1.0f / CAST(f32)(monitorRefreshHz);
#else
// TODO(doyle): http://gafferongames.com/game-physics/fix-your-timestep/
// NOTE(doyle): Prevent glfwSwapBuffer until a vertical retrace has
@ -125,7 +124,7 @@ int main()
// TODO(doyle): Busy waiting, should sleep
while (secondsElapsed < targetSecondsPerFrame)
{
endTime = static_cast<f32>(glfwGetTime());
endTime = CAST(f32)(glfwGetTime());
secondsElapsed = endTime - startTime;
}
#endif

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@ -7,6 +7,7 @@
enum TexList
{
texlist_hero,
texlist_terrain,
texlist_count,
};
@ -16,10 +17,24 @@ enum ShaderList
shaderlist_count,
};
enum TerrainCoords
{
terraincoords_ground,
terraincoords_count,
};
typedef struct TexAtlas
{
// TODO(doyle): String hash based lookup
v4 texRect[16];
} TexAtlas;
// TODO(doyle): Switch to hash based lookup
typedef struct AssetManager
{
Texture textures[256];
TexAtlas texAtlas[256];
Shader shaders[256];
} AssetManager;
@ -27,6 +42,7 @@ extern AssetManager assetManager;
/* Texture */
Texture *asset_getTexture(const enum TexList type);
TexAtlas *asset_getTextureAtlas(const enum TexList type);
const i32 asset_loadTextureImage(const char *const path,
const enum TexList type);

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@ -37,7 +37,6 @@ typedef struct Entity
SpriteAnim anim[16];
i32 freeAnimIndex;
i32 currAnimIndex;
} Entity;
INTERNAL inline v4 getEntityScreenRect(Entity entity)

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@ -15,4 +15,7 @@ typedef struct Renderer
void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate,
v3 color);
void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
Texture *tex);
#endif

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@ -12,9 +12,20 @@ enum State
{
state_active,
state_menu,
state_win
state_win,
};
typedef struct Tile
{
v2 pos;
} Tile;
typedef struct World
{
Tile tiles[2048];
enum TexList texType;
} World;
typedef struct GameState
{
enum State state;
@ -24,6 +35,10 @@ typedef struct GameState
Renderer renderer;
i32 heroIndex;
World world[4];
i32 currWorldIndex;
i32 tileSize;
// TODO(doyle): Make size of list dynamic
Entity entityList[256];
i32 freeEntityIndex;