Text rendering to screen, assetmanager merged to gamestate

This commit is contained in:
2016-06-29 18:23:51 +10:00
parent ef112fa4cb
commit fa83daac60
7 changed files with 173 additions and 70 deletions
+61 -18
View File
@@ -21,21 +21,25 @@ INTERNAL void updateBufferObject(Renderer *const renderer,
void worldTraveller_gameInit(GameState *state)
{
AssetManager *assetManager = &state->assetManager;
/* Initialise assets */
asset_loadTextureImage(
"data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero);
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/TerraSprite1024.png",
texlist_hero);
asset_loadTextureImage(
"data/textures/WorldTraveller/Terrain.png", texlist_terrain);
TexAtlas *terrainAtlas = asset_getTextureAtlas(texlist_terrain);
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/Terrain.png",
texlist_terrain);
TexAtlas *terrainAtlas =
asset_getTextureAtlas(assetManager, 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",
asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl", shaderlist_sprite);
asset_loadTTFont("C:/Windows/Fonts/Arial.ttf");
asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arial.ttf");
glCheckError();
state->state = state_active;
@@ -71,7 +75,7 @@ void worldTraveller_gameInit(GameState *state)
V2(0.0f, 0.0f),
V2(58.0f, 98.0f),
direction_east,
asset_getTexture(texlist_hero),
asset_getTexture(assetManager, texlist_hero),
TRUE,
0,
0,
@@ -127,7 +131,7 @@ void worldTraveller_gameInit(GameState *state)
/* Init renderer */
Renderer *renderer = &state->renderer;
renderer->shader = asset_getShader(shaderlist_sprite);
renderer->shader = asset_getShader(assetManager, shaderlist_sprite);
shader_use(renderer->shader);
const mat4 projection = mat4_ortho(0.0f, CAST(f32) state->width, 0.0f,
@@ -296,11 +300,14 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
parseInput(state, dt);
glCheckError();
World *const world = &state->world[state->currWorldIndex];
TexAtlas *const worldAtlas = asset_getTextureAtlas(world->texType);
Texture *const worldTex = asset_getTexture(world->texType);
AssetManager *assetManager = &state->assetManager;
f32 texNdcFactor = 1.0f / CAST(f32)worldTex->width;
World *const world = &state->world[state->currWorldIndex];
TexAtlas *const worldAtlas =
asset_getTextureAtlas(assetManager, world->texType);
Texture *const worldTex = asset_getTexture(assetManager, world->texType);
f32 texNdcFactor = 1.0f / MAX_TEXTURE_SIZE;
RenderQuad worldQuads[ARRAY_COUNT(world->tiles)] = {0};
i32 quadIndex = 0;
@@ -338,7 +345,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
V3(0, 0, 0), worldTex);
/* Render font sheet */
Texture *font = asset_getTexture(texlist_font);
Texture *font = asset_getTexture(assetManager, texlist_font);
v4 fontTexRect = V4(0.0f, 1.0f, 1.0f, 0.0);
RenderQuad fontQuad = renderer_createDefaultQuad(fontTexRect);
updateBufferObject(&state->renderer, &fontQuad, 1);
@@ -346,10 +353,48 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
V2(CAST(f32)font->width, CAST(f32)font->height), 0.0f,
V3(0, 0, 0), font);
char *string = "hello world";
i32 strLen = 11;
quadIndex = 0;
RenderQuad *stringQuads = CAST(RenderQuad *)calloc(strLen, sizeof(RenderQuad));
TexAtlas *fontAtlas = asset_getTextureAtlas(assetManager, texlist_font);
v2 eachCharSize = getRectSize(fontAtlas->texRect[0]);
f32 xPosOnScreen = 20.0f;
for (i32 i = 0; i < strLen; i++)
{
// NOTE(doyle): Atlas packs fonts tightly, so offset the codepoint to
// its actual atlas index, i.e. we skip the first 31 glyphs
i32 atlasIndex = string[i] - assetManager->codepointRange.x;
const v4 charTexRect = fontAtlas->texRect[atlasIndex];
v4 charTexRectNdc = v4_scale(charTexRect, texNdcFactor);
renderer_flipTexCoord(&charTexRectNdc, FALSE, TRUE);
const v4 charRectOnScreen =
getRect(V2(xPosOnScreen, 100.0f), eachCharSize);
xPosOnScreen += eachCharSize.w;
v4 charRectOnScreenNdc = charRectOnScreen;
charRectOnScreenNdc.e[0] *= vertexNdcFactor.w;
charRectOnScreenNdc.e[1] *= vertexNdcFactor.h;
charRectOnScreenNdc.e[2] *= vertexNdcFactor.w;
charRectOnScreenNdc.e[3] *= vertexNdcFactor.h;
RenderQuad charQuad =
renderer_createQuad(charRectOnScreenNdc, charTexRectNdc);
stringQuads[quadIndex++] = charQuad;
}
updateBufferObject(&state->renderer, stringQuads, quadIndex);
renderer_object(&state->renderer, V2(0.0f, 100.0f), screenSize, 0.0f,
V3(0, 0, 0), font);
free(stringQuads);
/* Render entities */
// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
Entity *const hero = &state->entityList[state->heroIndex];
texNdcFactor = 1.0f / CAST(f32) hero->tex->width;
ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
for (i32 i = 0; i < state->freeEntityIndex; i++)
@@ -371,9 +416,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
if (entity->direction == direction_east)
{
// NOTE(doyle): Flip the x coordinates to flip the tex
v4 tmp = texRectNdc;
texRectNdc.x = tmp.z;
texRectNdc.z = tmp.x;
renderer_flipTexCoord(&texRectNdc, TRUE, FALSE);
}
RenderQuad quad = renderer_createDefaultQuad(texRectNdc);