Working on the Player UI

This commit is contained in:
2021-09-06 09:12:45 -07:00
parent ae16d5438b
commit 09b3bdb93c
22 changed files with 262 additions and 53 deletions

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@ -20,7 +20,7 @@ set(SETTING_GAME_POKER 1)
set(SETTING_GAME_DAWN 2)
set(SETTING_GAME_SANDBOX 3)
set(SETTING_GAME SETTING_GAME_SANDBOX)
set(SETTING_GAME SETTING_GAME_POKER)
set(SETTING_GAME_NAME "DawnGame")
################################## Targets #####################################

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@ -48,6 +48,8 @@
#include "game/poker/pokergameassets.h"
#include "game/poker/pokerworld.h"
#include "game/sandbox/sandboxscene.h"
// Player Input
#include "input/input.h"

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@ -8,24 +8,28 @@
#pragma once
#include "../libs.h"
#include "../util/dynarray.h"
#include "../game/game.h"
#include "../engine/engine.h"
#include "framebuffer.h"
#include "shader.h"
#include "primitive.h"
typedef struct _renderpass_t renderpass_t;
typedef struct _renderlist_t renderlist_t;
typedef void renderitem_t(
renderlist_t *list, renderpass_t *pass, game_t *game, int32_t i
);
typedef struct _renderpass_t {
framebuffer_t framebuffer;
typedef struct {
framebuffer_t frame;
shader_t *shader;
} renderpass_t;
typedef struct _renderlist_t {
int32_t width;
int32_t height;
typedef struct {
framebuffer_t frame;
primitive_t quad;
dynarray_t passes;
} renderlist_t;
void *user;
} renderlist_t;
typedef void renderitemcallback_t(
renderlist_t *list, renderpass_t *pass, engine_t *engine, int32_t i
);
typedef struct {
renderitemcallback_t *onRender;
} renderitem_t;

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@ -12,6 +12,14 @@
#include "../../../display/framebuffer.h"
#include "../../../display/camera.h"
#define POKER_PLAYER_UI_IMAGE_SIZE 64
#define POKER_PLAYER_UI_IMAGE_RESOLUTION POKER_PLAYER_UI_IMAGE_SIZE * 2
#define POKER_PLAYER_UI_IMAGE_DIST 0.8f
#define POKER_PLAYER_UI_IMAGE_Y 0.1f
#define POKER_PLAYER_UI_PADDING 8
typedef struct {
label_t label;
framebuffer_t frame;
primitive_t quad;
} pokerplayerui_t;

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@ -11,7 +11,14 @@
#include "../../display/shader.h"
#include "../../display/font.h"
#include "../../display/primitive.h"
#include "../../display/renderlist.h"
typedef struct {
camera_t camera;
renderlist_t list;
shader_t shader;
texture_t texture;
primitive_t cube;
} sandboxscene_t;

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@ -127,10 +127,9 @@ void glfwOnCursor(GLFWwindow *window, double x, double y) {
inputsource_t glfwGetInputSourceForKey(int32_t key) {
// return (inputsource_t)((
// key <= GLFW_KEY_GRAVE_ACCENT ? key - GLFW_KEY_SPACE :
// key <= GLFW_KEY_MENU ? key - GLFW_KEY_ESCAPE + GLFW_KEY_GRAVE_ACCENT :
// key
// ) % INPUT_SOURCE_COUNT);
return 0;
return (inputsource_t)((
key <= GLFW_KEY_GRAVE_ACCENT ? key - GLFW_KEY_SPACE :
key <= GLFW_KEY_MENU ? key - GLFW_KEY_ESCAPE + GLFW_KEY_GRAVE_ACCENT :
key
) % INPUT_SOURCE_COUNT);
}

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@ -19,7 +19,7 @@ void renderInit() {
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glClearColor(0,0,0, 1.0);
glClearColor(0,0,0, 0.0);
}
void renderFrameStart(render_t *render) {

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@ -8,36 +8,76 @@
#include "renderlist.h"
void renderListInit(renderlist_t *list, int32_t passes, int32_t width, int32_t height) {
int32_t i;
renderpass_t *pass;
list->width = width;
list->height = height;
frameBufferInit(&list->frame, width, height);
quadInit(&list->quad, 0, 0,0,0,0, 1,1,1,1);
dynArrayInit(&list->passes, sizeof(renderpass_t), passes);
for(i = 0; i < passes; i++) {
pass = (renderpass_t *)dynArrayGet(&list->passes, i);
frameBufferInit(&pass->framebuffer, width, height);
}
}
void renderListRenderPass(renderlist_t *list, game_t *game, int32_t pass, dynarray_t *items, int32_t itemCount) {
renderpass_t * renderListGetPass(renderlist_t *list, int32_t pass) {
return (renderpass_t *)dynArrayGet(&list->passes, pass);
}
int32_t renderPassAdd(renderlist_t *list) {
int32_t i = dynArrayAdd(&list->passes);
renderpass_t *pass = renderListGetPass(list, i);
frameBufferInit(&pass->frame,
list->frame.texture.width, list->frame.texture.height
);
return i;
}
void renderListRenderPass(
renderlist_t *list, engine_t *engine,
camera_t *camera, int32_t pass, dynarray_t *items
) {
int32_t i;
renderpass_t *renderPass;
renderitem_t *item;
renderPass = (renderpass_t *)dynArrayGet(&list->passes, pass);
renderPass = renderListGetPass(list, pass);
// Bind the shader.
frameBufferUse(&renderPass->framebuffer, true);
frameBufferUse(&renderPass->frame, true);
shaderUse(renderPass->shader);
// "Uniforms"
shaderUseCamera(renderPass->shader, camera);
// Render list
for(i = 0; i < itemCount; i++) {
for(i = 0; i < items->length; i++) {
item = (renderitem_t *)dynArrayGet(items, i);
item(list, renderPass, game, i);
item->onRender(list, renderPass, engine, i);
}
frameBufferUnbind(&engine->render, false);
}
void renderListRender(renderlist_t *list, engine_t *engine, shader_t *shader) {
camera_t camera;
int32_t i;
renderpass_t *pass;
// Setup the camera
cameraLookAt(&camera, 0,0,1, 0,0,0);
cameraOrtho(&camera, 0,1, 0,1, 0.5f, 1.5f);
// Bind the framebuffer
frameBufferUse(&list->frame, false);
// Set the shader
shaderUse(shader);
shaderUsePosition(shader, 0,0,0, 0,0,0);
shaderUseCamera(shader, &camera);
// Render each pass.
for(i = 0; i < list->passes.length; i++) {
pass = renderListGetPass(list, i);
shaderUseTexture(shader, &pass->frame.texture);
primitiveDraw(&list->quad, 0, -1);
}
// Unbind the framebuffer.
frameBufferUnbind(&engine->render, false);
}

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@ -7,10 +7,20 @@
#pragma once
#include <dawn/dawn.h>
#include "../game/game.h"
#include "framebuffer.h"
#include "primitive.h"
#include "shader.h"
#include "camera.h"
#include "primitives/quad.h"
#include "../util/dynarray.h"
void renderListInit(renderlist_t *renderList, int32_t passes);
void renderListInit(renderlist_t *list, int32_t passes, int32_t width, int32_t height);
renderpass_t * renderListGetPass(renderlist_t *list, int32_t pass);
int32_t renderPassAdd(renderlist_t *list);
void renderListRenderPass(
renderlist_t *list, engine_t *engine,
camera_t *camera, int32_t pass, dynarray_t *items
);
void renderListRender(renderlist_t *list, engine_t *engine, shader_t *shader);

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@ -20,7 +20,10 @@ void engineUpdateStart(engine_t *engine, game_t *game, float delta) {
}
bool engineUpdateEnd(engine_t *engine, game_t *game) {
if(inputIsPressed(&engine->input, INPUT_NULL)) return false;
if(inputIsPressed(&engine->input, INPUT_NULL)) {
printf("Game exit requested\n");
return false;
}
return true;
}

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@ -41,7 +41,7 @@ bool gameUpdate(game_t *game, float platformDelta) {
void gameDispose(game_t *game) {
// Cleanup the game
#if SETTING_GAME == SETTING_GAME_POKER
pokerGameDispose(game);
pokerGameDispose(&game->pokerGame);
#elif SETTING_GAME == SETTING_GAME_DAWN
dawnGameDispose(game);
#elif SETTING_GAME == SETTING_GAME_SANDBOX

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@ -31,10 +31,13 @@ bool pokerGameInit(pokergame_t *game) {
}
void pokerGameUpdate(pokergame_t *game, engine_t *engine) {
// Update the VN Engine.
vnSceneUpdate(&game->scene, engine);
// Update the UI
pokerUiUpdate(game, engine);
// Bind the shader.
shaderUse(&game->assets.shader);

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@ -32,12 +32,7 @@ void pokerWorldInit(pokergame_t *game) {
void pokerWorldLookAtPlayer(vnscene_t *scene, uint8_t playerIndex) {
uint8_t seat;
seat = (
playerIndex == POKER_DEALER_INDEX ?
POKER_GAME_SEAT_DEALER :
POKER_GAME_SEAT_FOR_PLAYER(playerIndex)
);
seat = pokerGameSeatFromIndex(playerIndex);
scene->cameraLookX = POKER_WORLD_SEAT_POSITION_X(seat);
scene->cameraLookZ = POKER_WORLD_SEAT_POSITION_Z(seat);
}

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@ -9,6 +9,55 @@
void pokerPlayerUiInit(pokerplayerui_t *ui) {
labelInit(&ui->label);
frameBufferInit(&ui->frame,
POKER_PLAYER_UI_IMAGE_RESOLUTION, POKER_PLAYER_UI_IMAGE_RESOLUTION
);
quadInit(&ui->quad, 0,
0, 0, 0, 1,
POKER_PLAYER_UI_IMAGE_SIZE, POKER_PLAYER_UI_IMAGE_SIZE, 1, 0
);
}
void pokerPlayerUiUpdate(
pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, int32_t playerIndex,
engine_t *engine
) {
camera_t camera;
uint8_t seat;
float x, y, z;
// Bind the frame buffer
frameBufferUse(&ui->frame, true);
// Set up the camera perspective
cameraPerspective(&camera, 45,
(float)POKER_PLAYER_UI_IMAGE_SIZE / (float)POKER_PLAYER_UI_IMAGE_SIZE,
0.03f, 10.0f
);
// Locate the XYZ position of the camera to look at the player
seat = pokerGameSeatFromIndex(playerIndex);
x = POKER_WORLD_SEAT_POSITION_X(seat);
y = POKER_PLAYER_UI_IMAGE_Y;
z = POKER_WORLD_SEAT_POSITION_Z(seat);
// Actually look at the player, we need to get close.
cameraLookAt(&camera,
x * POKER_PLAYER_UI_IMAGE_DIST, y, z * POKER_PLAYER_UI_IMAGE_DIST,
x, y, z
);
// Render the VN character
shaderUse(shader);
shaderUseCamera(shader, &camera);
shaderUsePosition(shader, 0,0,0, 0,0,0);
vnCharacterRender(game->scene.characters + playerIndex, shader);
// Unbind the frame buffer.
frameBufferUnbind(&engine->render, false);
}
void pokerPlayerUiRender(
@ -22,13 +71,20 @@ void pokerPlayerUiRender(
scale = fontGetScale(FONT_SIZE_DEFAULT);
player = game->poker.players + playerIndex;
// Render Face
shaderUseTexture(shader, &ui->frame.texture);
shaderUsePosition(shader, x - POKER_PLAYER_UI_IMAGE_SIZE,y,0, 0,0,0);
primitiveDraw(&ui->quad, 0, -1);
// Move everything left a bit.
x -= POKER_PLAYER_UI_IMAGE_SIZE + POKER_PLAYER_UI_PADDING;
y += (POKER_PLAYER_UI_IMAGE_SIZE - (FONT_LINE_HEIGHT * scale * 2)) / 2.0f;
// Render chips
sprintf(buffer, "$%i", player->chips);
labelSetText(&ui->label, font, buffer);
labelRender(&ui->label, shader, x - ui->label.info.width, y);
// Render Face
// Render state
if(player->state & POKER_PLAYER_STATE_OUT) {
sprintf(buffer, "Out");
@ -48,5 +104,7 @@ void pokerPlayerUiRender(
}
void pokerPlayerUiDispose(pokerplayerui_t *ui) {
primitiveDispose(&ui->quad);
frameBufferDispose(&ui->frame);
labelDispose(&ui->label);
}

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@ -10,11 +10,19 @@
#include "../../../ui/label.h"
#include "../../../ui/image.h"
#include "../../../display/framebuffer.h"
#include "../../../display/primitive.h"
#include "../../../display/primitives/quad.h"
#include "../../../display/primitives/cube.h"
#include "../../../display/camera.h"
#include "../../../vn/vncharacter.h"
void pokerPlayerUiInit(pokerplayerui_t *ui);
void pokerPlayerUiUpdate(
pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, int32_t playerIndex,
engine_t *engine
);
void pokerPlayerUiRender(
pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, font_t *font,
int32_t playerIndex, float x, float y

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@ -15,6 +15,17 @@ void pokerUiInit(pokergame_t *pokerGame) {
}
}
void pokerUiUpdate(pokergame_t *pokerGame, engine_t *engine) {
uint8_t i;
pokerplayerui_t *ui;
for(i = 0; i < POKER_PLAYER_COUNT; i++) {
ui = pokerGame->ui.player + i;
pokerPlayerUiUpdate(ui, pokerGame, &pokerGame->assets.shader, i, engine);
}
}
void pokerUiRender(pokergame_t *pokerGame, engine_t *engine) {
uint8_t i;
pokerplayerui_t *ui;

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@ -17,6 +17,14 @@
*/
void pokerUiInit(pokergame_t *pokerGame);
/**
* Update the Poker Game UI.
*
* @param pokerGame Game to update.
* @param engine Engine to use for updating.
*/
void pokerUiUpdate(pokergame_t *pokerGame, engine_t *engine);
/**
* Render the Poker Game UI.
*

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@ -7,13 +7,50 @@
#include "sandboxscene.h"
void renderTest(renderlist_t *list, renderpass_t *pass, engine_t *engine, int32_t i) {
sandboxscene_t *scene;
scene = (sandboxscene_t *)list->user;
shaderUsePosition(pass->shader, 0, 0, 0, engine->time.current, engine->time.current, 0);
shaderUseTexture(pass->shader, &scene->texture);
primitiveDraw(&scene->cube, 0, -1);
}
bool sandboxSceneInit(sandboxscene_t *game) {
printf("Sandbox init\n");
int32_t passIndex;
renderpass_t *pass;
// Load assets
assetTextureLoad(&game->texture, "test_texture.png");
assetShaderLoad(&game->shader, "shaders/textured.vert", "shaders/textured.frag");
cubeInit(&game->cube, 1.0f, 1.0f, 1.0f);
// Initialize list
renderListInit(&game->list, 1, 400, 400);
game->list.user = game;
// Set up the pass
passIndex = renderPassAdd(&game->list);
pass = renderListGetPass(&game->list, passIndex);
pass->shader = &game->shader;
return true;
}
void sandboxSceneUpdate(sandboxscene_t *game, engine_t *engine) {
dynarray_t items;
renderitem_t *item;
dynArrayInit(&items, sizeof(renderitem_t), 1);
item = (renderitem_t *)dynArrayGet(&items, dynArrayAdd(&items));
item->onRender= &renderTest;
cameraLookAt(&game->camera, 3,3,3, 0,0,0);
cameraPerspective(&game->camera, 75, 16.0f/9.0f, 0.3f, 100.0f);
renderListRenderPass(&game->list, engine, &game->camera, 0, &items);
renderListRender(&game->list, engine, &game->shader);
dynArrayDispose(&items);
}
void sandboxSceneDispose(sandboxscene_t *game) {

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@ -12,6 +12,9 @@
#include "../../display/font.h"
#include "../../display/primitive.h"
#include "../../display/primitives/quad.h"
#include "../../display/primitives/cube.h"
#include "../../display/renderlist.h"
#include "../../file/asset.h"
/**
* Initialize the sandbox scene test game.

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@ -29,6 +29,12 @@ int32_t dynArrayPush(dynarray_t *array, void *data) {
return i;
}
int32_t dynArrayAdd(dynarray_t *array) {
int32_t i = array->length;
array->length++;
return i;
}
void dynArrayPop(dynarray_t *array) {
array->length -= 1;
}

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@ -48,6 +48,14 @@ void dynArraySet(dynarray_t *array, int32_t i, void *data);
*/
int32_t dynArrayPush(dynarray_t *array, void *data);
/**
* Create a new element in the array for you to use.
*
* @param array Array to add to.
* @return The index that the item was added to.
*/
int32_t dynArrayAdd(dynarray_t *array);
/**
* "Pops" (Removes) the last element from the array.
*

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@ -151,7 +151,6 @@ void vnCharacterRender(vncharacter_t *character, shader_t *shader) {
character->pitch, character->yaw, character->roll,
character->scaleX, character->scaleY, 1
);
shaderUseTexture(shader, character->texture);
primitiveDraw(&character->primitive, 0, -1);
}