Beispiel #1
0
void BallRenderer::renderBalls(Engine::SpriteBatch& spriteBatch, const std::vector<Ball>& balls, const glm::mat4& projectionMatrix){
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	if (_program == nullptr){
		_program = std::make_unique<Engine::GLSLProgram>();
		_program->compileShaders("Shaders/textureShading.vert", "Shaders/textureShading.frag");
		_program->addAttribute("vertexPosition");
		_program->addAttribute("vertexColor");
		_program->addAttribute("vertexUV");
		_program->linkShaders();
	}
	_program->use();
	spriteBatch.begin();

	GLint textureUniform = _program->getUniformLocation("mySampler");
	glUniform1i(textureUniform, 0);
	GLint pUniform = _program->getUniformLocation("P");
	glUniformMatrix4fv(pUniform, 1, GL_FALSE, &projectionMatrix[0][0]);

	for (auto& ball : balls){
		const glm::vec4 uvRect(0.0f, 0.0f, 1.0f, 1.0f);
		const glm::vec4 destRect(ball.position.x - ball.radius, ball.position.y - ball.radius,
			ball.radius * 2.0f, ball.radius * 2.0f);
		spriteBatch.draw(destRect, uvRect, ball.textureId, 0.0f, ball.color);
	}

	spriteBatch.end();
	spriteBatch.renderBatch();

	_program->unuse();
}
Beispiel #2
0
void RenderComponent::draw(const glm::vec4& posAndSize, Engine::SpriteBatch& spriteBatch)
{
	
	if (!_visible)
		return;

	Engine::Color color = { 255, 255, 255, 255 };
	glm::vec4 uv(0.0f, 0.0f, 1.0f, 1.0f);
	
	spriteBatch.draw(posAndSize, uv, _texture.id, 1.0f, color);
}
Beispiel #3
0
void VelocityBallRenderer::renderBalls(Engine::SpriteBatch& spriteBatch, const std::vector<Ball>& balls, const glm::mat4& projectionMatrix){
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	if (_program == nullptr){
		_program = std::make_unique<Engine::GLSLProgram>();
		_program->compileShaders("Shaders/textureShading.vert", "Shaders/textureShading.frag");
		_program->addAttribute("vertexPosition");
		_program->addAttribute("vertexColor");
		_program->addAttribute("vertexUV");
		_program->linkShaders();
	}
	_program->use();
	spriteBatch.begin();

	GLint textureUniform = _program->getUniformLocation("mySampler");
	glUniform1i(textureUniform, 0);
	GLint pUniform = _program->getUniformLocation("P");
	glUniformMatrix4fv(pUniform, 1, GL_FALSE, &projectionMatrix[0][0]);

	for (auto& ball : balls){
		const glm::vec4 uvRect(0.0f, 0.0f, 1.0f, 1.0f);
		const glm::vec4 destRect(ball.position.x - ball.radius, ball.position.y - ball.radius,
			ball.radius * 2.0f, ball.radius * 2.0f);
		Engine::Color color;
		float mult = 100.0f;
		GLubyte colorVal = (GLubyte)(glm::clamp(ball.velocity.x * mult, 0.0f, 255.0f));
		color.r = 128.0f;
		color.g = (GLubyte)((ball.position.x / _screenWidth) * 255.0f);
		color.b = (GLubyte)((ball.position.y / _screenHeight) * 255.0f);
		color.a = colorVal;
		spriteBatch.draw(destRect, uvRect, ball.textureId, 0.0f, color);
	}

	spriteBatch.end();
	spriteBatch.renderBatch();

	_program->unuse();
}
Beispiel #4
0
void Player::draw(Engine::SpriteBatch& spriteBatch) {
	glm::vec4 destRect;
	b2Body* body = m_capsule.getBody();
	destRect.x = body->GetPosition().x - m_drawDims.x / 2.0f;
	destRect.y = body->GetPosition().y - m_capsule.getDimensions().y / 2.0f;
	destRect.z = m_drawDims.x;
	destRect.w = m_drawDims.y;

	int tileIndex;
	int numTiles;

	float animSpeed = 0.2f;
	glm::vec2 velocity;
	velocity.x = body->GetLinearVelocity().x;
	velocity.y = body->GetLinearVelocity().y;

	// Calculate animation
	if (m_onGround) {

		if (m_isPunching) {
			numTiles = 4;
			tileIndex = 1;
			if (m_moveState != PlayerMoveState::PUNCHING) {
				m_moveState = PlayerMoveState::PUNCHING;
				m_animTime = 0.0f;
			}
		}
		else if (abs(velocity.x) > 1.0f && ((velocity.x > 0 && m_direction > 0) || (velocity.x < 0 && m_direction < 0))) {
			// Running
			numTiles = 6;
			tileIndex = 10;
			animSpeed = abs(velocity.x) * 0.025f;
			if (m_moveState != PlayerMoveState::RUNNING) {
				m_moveState = PlayerMoveState::RUNNING;
				m_animTime = 0.0f;
			}
		}
		else {
			// Standing still
			numTiles = 1;
			tileIndex = 0;
			m_moveState = PlayerMoveState::STANDING;
		}

	}
	else {
		// In the air
		if (m_isPunching) {
			numTiles = 1;
			tileIndex = 18;
			animSpeed *= 0.25f;
			if (m_moveState != PlayerMoveState::PUNCHING) {
				m_moveState = PlayerMoveState::PUNCHING;
				m_animTime = 0.0f;
			}
		}
		else if (abs(velocity.x) > 10.0f) {
			numTiles = 1;
			tileIndex = 10;
			m_moveState = PlayerMoveState::IN_AIR;
		}
		else if (velocity.y <= 0.0f) {
			// Falling
			numTiles = 1;
			tileIndex = 17;
			m_moveState = PlayerMoveState::IN_AIR;
		}
		else {
			// Rising
			numTiles = 1;
			tileIndex = 16;
			m_moveState = PlayerMoveState::IN_AIR;
		}
	}

	// Increment animation time
	m_animTime += animSpeed;

	// Check for punch end
	if (m_animTime > numTiles) {
		m_isPunching = false;
	}

	// Apply animation
	tileIndex = tileIndex + (int)m_animTime % numTiles;

	// Get the uv coordinates from the tile index
	glm::vec4 uvRect = m_texture.getUVs(tileIndex);

	// Check direction
	if (m_direction == -1) {
		uvRect.x += 1.0f / m_texture.dims.x;
		uvRect.z *= -1;
	}

	// Draw the sprite
	spriteBatch.draw(destRect, uvRect, m_texture.texture.id, 0.0f, m_color, body->GetAngle());
}