Commit Graph

25 Commits

Author SHA1 Message Date
a426461dad Fix up include headers, try to reduce dependencies
Ensure that all headers are self-sufficient instead of relying on included
headers to include headers for execution.
2016-07-16 23:27:52 +10:00
2d9fded235 Group texture & texture rect together in renderer 2016-07-16 20:21:49 +10:00
d74cabf5c6 Fix rendering of rects, draw debug target reticule 2016-07-16 17:41:17 +10:00
d0b4c99787 Create empty texture idea, change function scopes
Some functions which should not be exposed in the API have been switched
to INTERNAL scope. We have a notion of an empty texture in World Traveller
that we can pass in situations where we just want to render a solid
colour with no associated texture.

The alternative to this was creating a separate shader for rendering
primitives but would require at some point to expose the AssetManager to
the renderer or the user on behalf has to manually switch shaders before
rendering (non-intuitive).
2016-07-16 17:15:03 +10:00
12fbc1000e Basic framework for scaling text, unimplemented 2016-07-15 18:34:23 +10:00
0551f05e73 Rotate around entity center, update math notation
Change #define math functions to uppercase for consistency
2016-07-14 23:15:42 +10:00
b1875077b7 Additional debug string rendering infrastructure
Separate notion of rendering a static string, i.e. for debug display that
is absolutely positioned, and rendering of a regular string that moves
with the game camera.
2016-07-12 18:11:31 +10:00
d82afe49d0 Add memory allocation tracking data to debug state 2016-07-09 21:42:36 +10:00
54ecddad2f Add function call counting to debug infrastructure 2016-07-09 20:59:54 +10:00
1f364f7024 Update debug data architecture and methods 2016-07-09 20:46:04 +10:00
ea50aeb44e Allow color modulation of sprites, refactor renderer init 2016-07-09 16:08:03 +10:00
f6ada44b41 Add rudimentary camera and side scrolling support 2016-07-08 21:06:43 +10:00
fa7947fb90 Abstract add entity and animation into functions 2016-07-08 17:44:41 +10:00
c9fc34aee1 Move rendering of tiles into rendering of entities
Downgraded background rendering to each tile individually (no batching)
temporarily such that we can render all entities in one function.
2016-07-08 16:09:18 +10:00
46629a489a Add debug rendering, fix misaligned pos render bug
Rendering using a non-default quad specifies normalised coordinates
relative to the frame buffer size. Hence each render of these frames
should origin from (0,0) any other value is invalid.
2016-07-08 02:45:37 +10:00
13a2152bf6 Correctly align text rendering to baseline 2016-07-07 22:30:06 +10:00
5ef54e16be Improved string rendering with text advance metric 2016-06-30 00:14:07 +10:00
d8ee46611f Renderer calculates NDC coordinates from screen coords 2016-06-29 20:44:35 +10:00
76d6dfcf2f Change notation for dengine headers 2016-06-28 16:00:03 +10:00
f53325cc6a Batch tiles to single vbo at render pass 2016-06-28 02:28:57 +10:00
e638724c75 Add tile grid and atlas concept to game 2016-06-25 21:23:15 +10:00
b7063963b8 Add basic AABB collision detection 2016-06-25 19:12:25 +10:00
7acf36cd59 Basic multi animation support, with walking transition 2016-06-23 21:34:38 +10:00
d44ddf9371 Sprite switches direction, update vbo on render 2016-06-19 00:34:20 +10:00
753d700ca6 Complete port over to C, replace glm math lib 2016-06-18 19:12:09 +10:00