Commit Graph

111 Commits

Author SHA1 Message Date
2d9fded235 Group texture & texture rect together in renderer 2016-07-16 20:21:49 +10:00
0d5725eb97 Entities now have health values associated 2016-07-16 20:06:52 +10:00
6c3ef63a65 Draw hero status on side with profile
Make hero texture rects start using the atlas data structure. Reduce the
number of slots for assets for now to minimise room for error.
2016-07-16 18:51:26 +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
86b4d1e206 Add distance to battle range metric in pixels 2016-07-16 02:34:44 +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
ea2656c0bd Fix bug accumulating debug strings without resetting 2016-07-08 21:36:26 +10:00
ebcdd779b9 Lock camera to the bounds of the world 2016-07-08 21:21:49 +10:00
f6ada44b41 Add rudimentary camera and side scrolling support 2016-07-08 21:06:43 +10:00
ad48dd5062 Add notion of entity type identifier to entities 2016-07-08 17:54:56 +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
4b74bb9474 Delay update of debug string rendering
More meaningful to see values update over a larger period of time than
instantaneously.
2016-07-08 14:37:18 +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
a04c43681d Removed rounding in glyphs per row overestimating 2016-07-07 22:44:22 +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
fa83daac60 Text rendering to screen, assetmanager merged to gamestate 2016-06-29 18:23:51 +10:00
ef112fa4cb Flip font texture vertically on atlas creation 2016-06-29 14:04:35 +10:00
e03d3fd14a Rudimentary font rasterisation at runtime with STB 2016-06-29 03:17:03 +10:00
76d6dfcf2f Change notation for dengine headers 2016-06-28 16:00:03 +10:00
26cec05ff0 Applied const to more vars, change tile size to 64 2016-06-28 15:03:04 +10:00
f53325cc6a Batch tiles to single vbo at render pass 2016-06-28 02:28:57 +10:00
fd3a353fdd Call renderer on tiles only-if tile on screen
OpenGL automatically clips objects outside of the view space but we were
still using up a lot of useless glDraw calls which impacts performance.
This change is temporary and will change when we get to scrolling the
world.
2016-06-25 21:51:35 +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
7a2dc3da41 Add game entity list rendering, create animations 2016-06-23 18:40:00 +10:00
eda06bcfe9 Rudimentary animated sprite capabilities 2016-06-19 02:16:16 +10:00
d44ddf9371 Sprite switches direction, update vbo on render 2016-06-19 00:34:20 +10:00
bb57f080c9 Draw sprite from offset into tilesheet 2016-06-18 20:45:14 +10:00
753d700ca6 Complete port over to C, replace glm math lib 2016-06-18 19:12:09 +10:00
d4117ea729 Start math library by preprocessor templating 2016-06-18 03:15:02 +10:00
6251e105c8 Remove stdstring, use platform layer to open files 2016-06-18 02:01:43 +10:00
3c51010e77 Port project over to C, some C++ left 2016-06-18 00:40:40 +10:00
bcb847c18c Add acceleration to movement code 2016-06-17 18:11:23 +10:00
c54e6323a7 Use GLFW swap interval for force vsync to monitor 2016-06-17 16:32:59 +10:00
9861a02ed1 Add frame limiter, update glfw to 3.2 2016-06-17 03:00:11 +10:00
5cebf9ad0d Build world model in engine 2016-06-17 00:14:58 +10:00
b75009d03e Fix ortho projection, sprite vertex to map from 0 to 1 2016-06-14 00:51:14 +10:00
68c53dad0a Switch to sprite renderer 2016-06-09 15:49:03 +10:00
60fcecab0e Apply const correctness to project 2016-06-08 17:29:16 +10:00