Allow color modulation of sprites, refactor renderer init
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@ -4,8 +4,9 @@ in vec2 texCoord;
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out vec4 color;
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uniform sampler2D tex;
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uniform vec4 spriteColor;
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void main()
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{
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color = texture(tex, texCoord);
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color = spriteColor * texture(tex, texCoord);
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}
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@ -21,7 +21,7 @@ INTERNAL void updateBufferObject(Renderer *const renderer,
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void renderer_string(Renderer *const renderer, Font *const font,
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const char *const string, v2 pos, f32 rotate,
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v3 color)
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v4 color)
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{
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i32 quadIndex = 0;
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i32 strLen = common_strlen(string);
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@ -74,14 +74,14 @@ void renderer_debugString(Renderer *const renderer, Font *const font,
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}
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f32 rotate = 0;
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v3 color = V3(0, 0, 0);
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v4 color = V4(0, 0, 0, 1);
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renderer_string(renderer, font, string, debugRenderer.stringPos, rotate,
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color);
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debugRenderer.stringPos.y -= (0.9f * asset_getVFontSpacing(font->metrics));
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity, f32 dt, f32 rotate,
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v3 color)
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v4 color)
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{
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// TODO(doyle): Batch into render groups
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@ -124,7 +124,7 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity, f32 dt
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}
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v4 color,
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Texture *tex)
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{
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shader_use(renderer->shader);
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@ -138,12 +138,10 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
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mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
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//mat4 model = mat4_mul(transMatrix, rotateMatrix);
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shader_uniformSetMat4fv(renderer->shader, "model", model);
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glCheckError();
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// TODO(doyle): Unimplemented
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// this->shader->uniformSetVec3f("spriteColor", color);
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shader_uniformSetVec4f(renderer->shader, "spriteColor", color);
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#if RENDER_BOUNDING_BOX
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glBindVertexArray(renderer->vao);
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@ -38,4 +38,12 @@ void shader_uniformSetMat4fv(Shader *const shader, const GLchar *name,
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glUniformMatrix4fv(uniformLoc, 1, GL_FALSE, data.e[0]);
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}
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void shader_uniformSetVec4f(Shader *const shader, const GLchar *name,
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v4 data)
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{
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GLint uniformLoc = glGetUniformLocation(shader->id, name);
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glUniform4f(uniformLoc, data.e[0], data.e[1], data.e[2], data.e[3]);
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}
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void shader_use(const Shader *const shader) { glUseProgram(shader->id); }
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@ -48,34 +48,9 @@ INTERNAL void addAnim(Entity *entity, v4 *rects, i32 numRects, f32 duration)
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entity->anim[entity->freeAnimIndex++] = result;
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}
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void worldTraveller_gameInit(GameState *state, v2i windowSize)
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INTERNAL void rendererInit(GameState *state, v2i windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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/* Initialise assets */
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/TerraSprite1024.png",
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texlist_hero);
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/Terrain.png",
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texlist_terrain);
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TexAtlas *terrainAtlas =
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asset_getTextureAtlas(assetManager, texlist_terrain);
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f32 atlasTileSize = 128.0f;
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terrainAtlas->texRect[terraincoords_ground] =
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V4(384.0f, 512.0f, 384.0f + atlasTileSize, 512.0f + atlasTileSize);
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asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arialbd.ttf");
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glCheckError();
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state->state = state_active;
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state->currWorldIndex = 0;
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state->tileSize = 64;
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/* Init renderer */
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Renderer *renderer = &state->renderer;
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renderer->size = V2(CAST(f32) windowSize.x, CAST(f32) windowSize.y);
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// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
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@ -111,6 +86,38 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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glBindVertexArray(0);
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glCheckError();
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}
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void worldTraveller_gameInit(GameState *state, v2i windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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/* Initialise assets */
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/TerraSprite1024.png",
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texlist_hero);
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/Terrain.png",
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texlist_terrain);
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TexAtlas *terrainAtlas =
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asset_getTextureAtlas(assetManager, texlist_terrain);
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f32 atlasTileSize = 128.0f;
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terrainAtlas->texRect[terraincoords_ground] =
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V4(384.0f, 512.0f, 384.0f + atlasTileSize, 512.0f + atlasTileSize);
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asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arialbd.ttf");
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glCheckError();
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state->state = state_active;
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state->currWorldIndex = 0;
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state->tileSize = 64;
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/* Init renderer */
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rendererInit(state, windowSize);
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/* Init world */
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const i32 targetWorldWidth = 500 * METERS_TO_PIXEL;
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const i32 targetWorldHeight = 15 * METERS_TO_PIXEL;
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@ -167,6 +174,7 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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/* Init hero entity */
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world->heroIndex = world->freeEntityIndex;
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Renderer *renderer = &state->renderer;
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v2 size = V2(58.0f, 98.0f);
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v2 pos = V2(((renderer->size.w * 0.5f) - (size.w * 0.5f)),
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CAST(f32) state->tileSize);
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@ -401,7 +409,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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{
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Entity *const entity = &world->entities[i];
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renderer_entity(&state->renderer, cameraBounds, entity, dt, 0.0f,
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V3(0, 0, 0));
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V4(1, 1, 1, 1));
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}
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// TODO(doyle): Clean up lines
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@ -35,15 +35,15 @@ void renderer_backgroundTiles(Renderer *const renderer, const v2 tileSize,
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#endif
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void renderer_string(Renderer *const renderer, Font *const font,
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const char *const string, v2 pos, f32 rotate, v3 color);
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const char *const string, v2 pos, f32 rotate, v4 color);
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void renderer_debugString(Renderer *const renderer, Font *const font,
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const char *const string);
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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f32 dt, f32 rotate, v3 color);
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f32 dt, f32 rotate, v4 color);
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v4 color,
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Texture *tex);
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RenderQuad renderer_createQuad(Renderer *renderer, v4 quadRect, v4 texRect,
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@ -17,6 +17,8 @@ void shader_uniformSet1i(Shader *const shader, const GLchar *name,
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const GLuint data);
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void shader_uniformSetMat4fv(Shader *const shader, const GLchar *name,
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mat4 data);
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void shader_uniformSetVec4f(Shader *const shader, const GLchar *name,
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v4 data);
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void shader_use(const Shader *const shader);
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