Example #1
0
void GameEntity_render(GameEntity *self, void *engine) {
    GameEntity *entity = self;
    Graphics *graphics = ((Engine *)engine)->graphics;

    GfxRect rect = Fixture_display_rect(entity->fixture);
    GLfloat color[4] = {0.f, 0.f, 0.f, entity->alpha};
    if (entity->fixture->colliding) {
        color[1] = 1.f;
        color[3] = 1.f;
    }
    float degrees = Fixture_rotation_degrees(entity->fixture);

    Graphics_draw_rect(graphics, rect, color, entity->texture, GFX_POINT_ZERO,
                       entity->texture->size, degrees);
}
Example #2
0
void Parallax_render(Parallax *parallax, Graphics *graphics) {
    //double bgScale = (parallax->camera->scale + 2) / 2;
    GfxShader *dshader = Graphics_get_shader(graphics, "decal");
    GfxShader *pshader = Graphics_get_shader(graphics, "parallax");

    Graphics_use_shader(graphics, dshader);
    double bg_scale = parallax->camera->scale;
    VPoint screen_center = {
      .x = parallax->camera->screen_size.w / 2.0,
      .y = parallax->camera->screen_size.h / 2.0
    };
    Camera bg_camera = {
        .focal = screen_center,
        .screen_size = parallax->camera->screen_size,
        .scale = 1.0,
        .rotation_radians = parallax->camera->rotation_radians
    };
    Graphics_project_camera(graphics, &bg_camera);

    VPoint cam_pos = {
        floorf(parallax->camera->focal.x) / parallax->level_size.w,
        floorf(parallax->camera->focal.y) / parallax->level_size.h
    };

    GfxSize screen_size = parallax->camera->screen_size;
    float hyp = sqrtf(powf(parallax->camera->screen_size.w, 2) +
            powf(parallax->camera->screen_size.h, 2));

    double wiggle_factor = cam_pos.y - parallax->sea_level; // -0.5 to 0.5
    double y_wiggle = parallax->y_wiggle * bg_scale * wiggle_factor;

    // render sea color
    VRect sea_rect = VRect_from_xywh(
            0 - (hyp - screen_size.w) / 2.0,
            0 - (hyp - screen_size.h) / 2.0,
            hyp, hyp);
    Graphics_draw_rect(graphics, sea_rect, parallax->sea_color.raw,
        NULL, VPointZero, GfxSizeZero, 0);

    // render sky color
    VRect sky_rect = VRect_from_xywh(
            0 - (hyp - screen_size.w) / 2.0,
            0 - (hyp - screen_size.h) / 2.0,
            hyp, hyp / 2.0 - y_wiggle);
    Graphics_draw_rect(graphics, sky_rect, parallax->sky_color.raw,
        NULL, VPointZero, GfxSizeZero, 0);

    Graphics_use_shader(graphics, pshader);
    Graphics_reset_modelview_matrix(graphics);
    glUniformMatrix4fv(GfxShader_uniforms[UNIFORM_PARALLAX_PROJECTION_MATRIX], 1,
                       GL_FALSE, graphics->projection_matrix.gl);
    glUniformMatrix4fv(GfxShader_uniforms[UNIFORM_PARALLAX_MODELVIEW_MATRIX], 1,
                       GL_FALSE, graphics->modelview_matrix.gl);

    VPoint stretch = {
        hyp / screen_size.w,
        hyp / screen_size.h
    };
    GfxUVertex tex_tl = {.raw = {0,0,0,0}};
    GfxUVertex tex_tr = {.raw = {stretch.x,0,0,0}};
    GfxUVertex tex_bl = {.raw = {0,1.0,0,0}};
    GfxUVertex tex_br = {.raw = {stretch.x,1.0,0,0}};

    int i = 0;
    for (i = 0; i < DArray_count(parallax->layers); i++) {
        ParallaxLayer *layer = DArray_get(parallax->layers, i);
        assert(layer->texture != NULL);
        GfxTexture *texture = layer->texture;

        double sx = (layer->scale * bg_scale);
        double final_scale = sx;
        // Some other wacko easing functions...
        // double final_scale = 1 + (sx - 1) * (pow(layer->p_factor + 1, 2) - 1);
        // double final_scale = 1 + (sx - 1) * layer->p_factor;
        double layer_wiggle = layer->y_wiggle * bg_scale * wiggle_factor;

        VRect rect = VRect_from_xywh(
                layer->offset.x - (hyp - parallax->camera->screen_size.w) / 2.0,
                screen_center.y + layer->offset.y * final_scale
                    - (y_wiggle + layer_wiggle),
                hyp,
                texture->size.h * final_scale
        );
        rect = VRect_round_out(rect);

        VPoint pot_scale = {
            texture->size.w / texture->pot_size.w,
            texture->size.h / texture->pot_size.h
        };

        double repeat_width = layer->texture->size.w * final_scale /
            parallax->camera->screen_size.w;
        glUniform2f(GfxShader_uniforms[UNIFORM_PARALLAX_TEX_PORTION],
                pot_scale.x, pot_scale.y);
        glUniform2f(GfxShader_uniforms[UNIFORM_PARALLAX_REPEAT_SIZE],
                repeat_width, 1.0);
        glUniform1f(GfxShader_uniforms[UNIFORM_PARALLAX_REPEATS],
                parallax->level_size.w / (texture->size.w * final_scale));
        glUniform2f(GfxShader_uniforms[UNIFORM_PARALLAX_CAMERA_POS],
                cam_pos.x, cam_pos.y);
        glUniform1f(GfxShader_uniforms[UNIFORM_PARALLAX_FACTOR],
                layer->p_factor);
        glUniform1f(GfxShader_uniforms[UNIFORM_PARALLAX_TEX_SCALE],
                final_scale);
        glUniform1i(GfxShader_uniforms[UNIFORM_PARALLAX_TEXTURE], 0);

        GfxUVertex vertices[8] = {
          // Vertex
          {.raw = {rect.tl.x, rect.tl.y, 0, 1}},
          {.raw = {rect.tr.x, rect.tr.y, 0, 1}},
          {.raw = {rect.bl.x, rect.bl.y, 0, 1}},
          {.raw = {rect.br.x, rect.br.y, 0, 1}},

          // Texture
          tex_tl, tex_tr, tex_bl, tex_br
        };