#include #include #include #include void worldTraveller_gameInit(GameState *state) { /* Initialise assets */ asset_loadTextureImage("data/textures/WorldTraveller/elisa-spritesheet1.png", "hero"); glCheckError(); state->state = state_active; Renderer *renderer = &state->renderer; asset_loadShaderFiles("data/shaders/sprite.vert.glsl", "data/shaders/sprite.frag.glsl", "sprite"); glCheckError(); renderer->shader = asset_getShader("sprite"); shader_use(renderer->shader); glm::mat4 projection = glm::ortho(0.0f, CAST(GLfloat) state->width, 0.0f, CAST(GLfloat) state->height, 0.0f, 1.0f); shader_uniformSetMat4fv(renderer->shader, "projection", projection); glCheckError(); /* Init renderer */ // NOTE(doyle): Draws a series of triangles (three-sided polygons) using // vertices v0, v1, v2, then v2, v1, v3 (note the order) glm::vec4 vertices[] = { // x y s t {0.0f, 1.0f, 0.0f, 1.0f}, // Top left {0.0f, 0.0f, 0.0f, 0.0f}, // Bottom left {1.0f, 1.0f, 1.0f, 1.0f}, // Top right {1.0f, 0.0f, 1.0f, 0.0f}, // Bottom right }; GLuint VBO; /* Create buffers */ glGenVertexArrays(1, &renderer->quadVAO); glGenBuffers(1, &VBO); glCheckError(); /* Bind buffers */ glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindVertexArray(renderer->quadVAO); /* Configure VBO */ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glCheckError(); /* Configure VAO */ const GLuint numVertexElements = 4; const GLuint vertexSize = sizeof(glm::vec4); glEnableVertexAttribArray(0); glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize, (GLvoid *)0); glCheckError(); /* Unbind */ glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glCheckError(); /* Init hero */ Entity *hero = &state->hero; hero->tex = asset_getTexture("hero"); hero->size = glm::vec2(100, 100); glm::vec2 screenCentre = glm::vec2(state->width / 2.0f, state->height / 2.0f); glm::vec2 heroOffsetToCentre = glm::vec2(-((i32)hero->size.x / 2), -((i32)hero->size.y / 2)); glm::vec2 heroCentered = screenCentre + heroOffsetToCentre; hero->pos = heroCentered; srand(CAST(u32)(glfwGetTime())); glCheckError(); } INTERNAL void parseInput(GameState *state, const f32 dt) { /* Equations of Motion f(t) = position m f'(t) = velocity m/s f"(t) = acceleration m/s^2 The user supplies an acceleration, a, and by integrating f"(t) = a, where a is a constant, acceleration f'(t) = a*t + v, where v is a constant, old velocity f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position */ glm::vec2 ddPos = glm::vec2(0, 0); if (state->keys[GLFW_KEY_SPACE]) { } if (state->keys[GLFW_KEY_RIGHT]) { ddPos.x = 1.0f; } if (state->keys[GLFW_KEY_LEFT]) { ddPos.x = -1.0f; } if (state->keys[GLFW_KEY_UP]) { ddPos.y = 1.0f; } if (state->keys[GLFW_KEY_DOWN]) { ddPos.y = -1.0f; } if (ddPos.x != 0.0f && ddPos.y != 0.0f) { // NOTE(doyle): Cheese it and pre-compute the vector for diagonal using // pythagoras theorem on a unit triangle // 1^2 + 1^2 = c^2 ddPos *= 0.70710678118f; } f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2 if (state->keys[GLFW_KEY_LEFT_SHIFT]) { heroSpeed = CAST(f32)(22.0f * 5.0f * METERS_TO_PIXEL); } ddPos *= heroSpeed; // TODO(doyle): Counteracting force on player's acceleration is arbitrary Entity *hero = &state->hero; ddPos += -(5.5f * hero->dPos); glm::vec2 newHeroP = (0.5f * ddPos) * squared(dt) + (hero->dPos * dt) + hero->pos; hero->dPos = (ddPos * dt) + hero->dPos; hero->pos = newHeroP; } void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt) { /* Update */ parseInput(state, dt); glCheckError(); /* Render */ renderer_entity(&state->renderer, &state->hero); // TODO(doyle): Clean up lines // Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); } }