-
Notifications
You must be signed in to change notification settings - Fork 0
/
engine_renderer.c
275 lines (254 loc) · 9.21 KB
/
engine_renderer.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
#include "engine_renderer.h"
#include "gutil.h"
#include <stdlib.h>
#define WIN_TITLE "Space Ship"
#define INDEX_T GLubyte
#define INDEX_MACRO GL_UNSIGNED_BYTE
typedef enum VARS
{
VAR_TEX,
VAR_SCL,
VAR_ROT,
VAR_MOV,
NO_VARS
}
VARS;
typedef struct drawable_t
{
GLuint no_indices, indices, scrpts, texpts, tex;
v2f_t scl, rot, mov;
}
drawable_t;
typedef struct engine_renderer_data_t
{
GLFWwindow *win;
GLuint vao, prg, bg_tex, fg_tex;
GLint locs[NO_VARS];
drawable_t bg, fg, bar, hero, flame;
}
engine_renderer_data_t;
static engine_renderer_data_t er;
void init_engine_renderer(void)
{
(void) glfwInit();
er.win = mk_win(e.win_w, e.win_h, WIN_TITLE, e.win_fscr);
er.vao = mk_vao(2);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
void exit_engine_renderer(void)
{
glDisable(GL_BLEND);
er.vao = rm_vao(er.vao, 2);
er.win = rm_win(er.win);
glfwTerminate();
}
static void i_bg(void)
{
const INDEX_T is[] = {0, 1, 2, 2, 3, 0};
const v2f_t scrpts[] = {{-1, -1}, {1, -1}, {1, 1}, {-1, 1}};
const v2f_t texpts[] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};
er.bg.no_indices = 6;
er.bg.tex = er.bg_tex;
er.bg.scl.x = er.bg.scl.y = 1;
er.bg.mov.x = er.bg.mov.y = 0;
er.bg.rot.x = 0; /* sin(0) = 0 */
er.bg.rot.y = 1; /* cos(0) = 1 */
er.bg.indices= mk_vbo(GL_ELEMENT_ARRAY_BUFFER,sizeof(is),is,GL_STATIC_DRAW);
er.bg.scrpts = mk_vbo(GL_ARRAY_BUFFER,sizeof(scrpts),scrpts,GL_STATIC_DRAW);
er.bg.texpts = mk_vbo(GL_ARRAY_BUFFER,sizeof(texpts),texpts,GL_STATIC_DRAW);
}
static void add_tile(int x, int y, int w, const bool *m, GLuint *no_indices,
INDEX_T **indices, v2f_t **scrpts, v2f_t **texpts)
{
static const INDEX_T base_indices[] = {0, 1, 2, 2, 3, 0};
static const v2f_t base_scrpts[] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};
static const v2f_t base_texpts[] = {{0.5, 0}, {1, 0}, {1, 0.5}, {0.5, 0.5}};
int no_pts, i;
if (m[y * w + x])
{
*no_indices += 6;
no_pts = *no_indices / 6 * 4;
*indices = realloc(*indices, *no_indices * sizeof(**indices));
*scrpts = realloc(*scrpts, no_pts * sizeof(**scrpts));
*texpts = realloc(*texpts, no_pts * sizeof(**texpts));
for (i=0;i<6;++i) (*indices)[i+*no_indices-6]=base_indices[i]+no_pts-4;
for (i=0;i<4;++i)
{
(*scrpts)[i + no_pts - 4].x = base_scrpts[i].x + x;
(*scrpts)[i + no_pts - 4].y = base_scrpts[i].y + y;
(*texpts)[i + no_pts - 4] = base_texpts[i];
}
}
}
static void add_dest(GLuint*no_indices,INDEX_T**is,v2f_t**scrpts,v2f_t**texpts)
{ /* this functions seems redundant, but whatever... */
const INDEX_T base_indices[6] = {0, 1, 2, 2, 3, 0};
const v2f_t base_texpts[4] = {{0, 0.5}, {0.5, 0.5}, {0.5, 1}, {0, 1}};
v2f_t dest_scrpts[4];
int no_pts, i;
for (i = 0; i < 4; ++i) dest_scrpts[i] = e.levels[e.i].dest.pos;
dest_scrpts[1].x += e.levels[e.i].dest.r * 2;
dest_scrpts[2].x += e.levels[e.i].dest.r * 2;
dest_scrpts[2].y += e.levels[e.i].dest.r * 2;
dest_scrpts[3].y += e.levels[e.i].dest.r * 2;
*no_indices += 6;
no_pts = *no_indices / 6 * 4;
*is = realloc(*is, *no_indices * sizeof(**is));
*scrpts = realloc(*scrpts, no_pts * sizeof(**scrpts));
*texpts = realloc(*texpts, no_pts * sizeof(**texpts));
for (i=0;i<6;++i) (*is)[i+*no_indices-6]=base_indices[i]+no_pts-4;
for (i=0;i<4;++i) (*scrpts)[i + no_pts - 4] = dest_scrpts[i];
for (i=0;i<4;++i) (*texpts)[i + no_pts - 4] = base_texpts[i];
}
static void i_fg(void)
{
size_t sz_is, sz_pts;
int x, y, w, h;
const bool *m;
INDEX_T *is = NULL;
v2f_t *scrpts = NULL;
v2f_t *texpts = NULL;
w = e.levels[e.i].bmp.w;
h = e.levels[e.i].bmp.h;
m = e.levels[e.i].bmp.m;
er.fg.no_indices = 0;
er.fg.tex = er.fg_tex;
er.fg.scl.x = 2.0f / (float) w;
er.fg.scl.y = 2.0f / (float) h;
er.fg.rot.x = 0; /* sin(0) = 0 */
er.fg.rot.y = 1; /* cos(0) = 1 */
er.fg.mov.x = er.fg.mov.y = -1;
for (y = 0; y < h; ++y)
for (x = 0; x < w; ++x)
add_tile(x, y, w, m, &er.fg.no_indices, &is, &scrpts, &texpts);
add_dest(&er.fg.no_indices, &is, &scrpts, &texpts);
sz_is = er.fg.no_indices * sizeof(*is);
sz_pts= er.fg.no_indices / 6 * 4 * sizeof(*scrpts);
er.fg.indices= mk_vbo(GL_ELEMENT_ARRAY_BUFFER, sz_is, is, GL_STATIC_DRAW);
er.fg.scrpts = mk_vbo(GL_ARRAY_BUFFER, sz_pts, scrpts, GL_STATIC_DRAW);
er.fg.texpts = mk_vbo(GL_ARRAY_BUFFER, sz_pts, texpts, GL_STATIC_DRAW);
free(texpts);
free(scrpts);
free(is);
}
static void i_bar(void)
{
const INDEX_T is[] = {0, 1, 2, 2, 3, 0};
v2f_t scrpts[] = {{-1, -1}, {1, -1}, {1, 1}, {-1, 1}};
const v2f_t texpts[] = {{0.25, 0}, {0.5, 0}, {0.5, 0.5}, {0.25, 0.5}};
scrpts[2].y = -1+2*e.levels[e.i].hero.bar_h / e.levels[e.i].bmp.h;
scrpts[3].y = scrpts[2].y;
er.bar.no_indices = 6;
er.bar.tex = er.fg_tex;
er.bar.scl.x = er.bar.scl.y = 1;
er.bar.mov.x = er.bar.mov.y = 0;
er.bar.rot.x = 0; /* sin(0) = 0 */
er.bar.rot.y = 1; /* cos(0) = 1 */
er.bar.indices= mk_vbo(GL_ELEMENT_ARRAY_BUFFER,sizeof(is),is,GL_STATIC_DRAW);
er.bar.scrpts = mk_vbo(GL_ARRAY_BUFFER,sizeof(scrpts),scrpts,GL_STATIC_DRAW);
er.bar.texpts = mk_vbo(GL_ARRAY_BUFFER,sizeof(texpts),texpts,GL_STATIC_DRAW);
}
static void i_hero(void)
{
const INDEX_T is[] = {0, 1, 2, 2, 3, 0};
v2f_t scrpts[] = {{-1, -1}, {1, -1}, {1, 1}, {-1, 1}};
const v2f_t texpts[] = {{0.5, 0.5}, {1, 0.5}, {1, 1}, {0.5, 1}};
er.hero.no_indices = 6;
er.hero.tex = er.fg_tex;
er.hero.scl.x = 1.0f / e.levels[e.i].bmp.w;
er.hero.scl.y = 1.0f / e.levels[e.i].bmp.h;
er.hero.mov.x = er.hero.mov.y = 0;
er.hero.rot.x = 0; /* sin(0) = 0 */
er.hero.rot.y = 1; /* cos(0) = 1 */
er.hero.indices= mk_vbo(GL_ELEMENT_ARRAY_BUFFER,sizeof(is),is,GL_STATIC_DRAW);
er.hero.scrpts = mk_vbo(GL_ARRAY_BUFFER,sizeof(scrpts),scrpts,GL_STATIC_DRAW);
er.hero.texpts = mk_vbo(GL_ARRAY_BUFFER,sizeof(texpts),texpts,GL_STATIC_DRAW);
}
static void i_flame(void)
{
const INDEX_T is[] = {0, 1, 2, 2, 3, 0};
v2f_t scrpts[] = {{-0.5, -3}, {0.5, -3}, {0.5, -1}, {-0.5, -1}};
const v2f_t texpts[] = {{0, 0}, {0.25, 0}, {0.25, 0.5}, {0, 0.5}};
er.flame.no_indices = 6;
er.flame.tex = er.fg_tex;
er.flame.mov.x = er.flame.mov.y = 0;
er.flame.rot.x = 0; /* sin(0) = 0 */
er.flame.rot.y = 1; /* cos(0) = 1 */
er.flame.indices= mk_vbo(GL_ELEMENT_ARRAY_BUFFER,sizeof(is),is,GL_STATIC_DRAW);
er.flame.scrpts = mk_vbo(GL_ARRAY_BUFFER,sizeof(scrpts),scrpts,GL_STATIC_DRAW);
er.flame.texpts = mk_vbo(GL_ARRAY_BUFFER,sizeof(texpts),texpts,GL_STATIC_DRAW);
}
void init_engine_renderer_level(void)
{
level_data_t *l;
const char *n[] = {"tex", "scl", "rot", "mov"};
l = &e.levels[e.i];
er.prg = mk_prg(l->addrs[ADDR_VERT],l->addrs[ADDR_FRAG],NO_VARS,n,er.locs);
glClearColor(0, 0, 0, 1);
glActiveTexture(GL_TEXTURE0);
glUniform1i(er.locs[VAR_TEX], 0);
er.bg_tex = mk_tex(l->addrs[ADDR_BG]);
er.fg_tex = mk_tex(l->addrs[ADDR_FG]);
i_bg(); i_fg(); i_bar(); i_hero(); i_flame();
}
static void e_drw(drawable_t *drw)
{
drw->texpts = rm_vbo(drw->texpts);
drw->scrpts = rm_vbo(drw->scrpts);
drw->indices = rm_vbo(drw->indices);
}
void exit_engine_renderer_level(void)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
e_drw(&er.flame);e_drw(&er.hero);e_drw(&er.bar);e_drw(&er.fg);e_drw(&er.bg);
er.fg_tex = rm_tex(er.fg_tex);
er.bg_tex = rm_tex(er.bg_tex);
er.prg = rm_prg(er.prg);
}
static void d_drw(const drawable_t *drw)
{
glBindTexture(GL_TEXTURE_2D, drw->tex);
glUniform2f(er.locs[VAR_SCL], drw->scl.x, drw->scl.y);
glUniform2f(er.locs[VAR_ROT], drw->rot.x, drw->rot.y);
glUniform2f(er.locs[VAR_MOV], drw->mov.x, drw->mov.y);
glBindBuffer(GL_ARRAY_BUFFER, drw->scrpts);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, drw->texpts);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drw->indices);
glDrawElements(GL_TRIANGLES, drw->no_indices, INDEX_MACRO, 0);
}
static void update_engine_renderer(v2f_t pos, float sin_a, float cos_a, float fuel,bool thrust)
{
er.bar.scl.x = fuel;
er.hero.mov.x = -1 + (1.0f + pos.x * 2) / e.levels[e.i].bmp.w;
er.hero.mov.y = -1 + (1.0f + pos.y * 2) / e.levels[e.i].bmp.h ;
er.hero.rot.x = sin_a;
er.hero.rot.y = cos_a;
if (thrust)
{
er.flame.scl.x = 1.0f / e.levels[e.i].bmp.w;
er.flame.scl.y = 1.0f / e.levels[e.i].bmp.h;
er.flame.mov = er.hero.mov;
er.flame.rot = er.hero.rot;
}
else
{
er.flame.scl.x = er.flame.scl.y = 0;
}
}
void draw_engine_renderer_level(v2f_t pos, float sin_a, float cos_a, float fuel, bool thrust)
{
update_engine_renderer(pos, sin_a, cos_a, fuel, thrust);
glClear(GL_COLOR_BUFFER_BIT);
d_drw(&er.bg);d_drw(&er.fg);d_drw(&er.bar);d_drw(&er.hero);d_drw(&er.flame);
glfwSwapBuffers(er.win);
}
GLFWwindow *engine_renderer_window(void)
{
return er.win;
}