Working on the Player UI
This commit is contained in:
@ -20,7 +20,7 @@ set(SETTING_GAME_POKER 1)
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set(SETTING_GAME_DAWN 2)
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set(SETTING_GAME_SANDBOX 3)
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set(SETTING_GAME SETTING_GAME_SANDBOX)
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set(SETTING_GAME SETTING_GAME_POKER)
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set(SETTING_GAME_NAME "DawnGame")
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################################## Targets #####################################
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@ -48,6 +48,8 @@
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#include "game/poker/pokergameassets.h"
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#include "game/poker/pokerworld.h"
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#include "game/sandbox/sandboxscene.h"
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// Player Input
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#include "input/input.h"
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@ -8,24 +8,28 @@
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#pragma once
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#include "../libs.h"
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#include "../util/dynarray.h"
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#include "../game/game.h"
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#include "../engine/engine.h"
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#include "framebuffer.h"
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#include "shader.h"
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#include "primitive.h"
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typedef struct _renderpass_t renderpass_t;
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typedef struct _renderlist_t renderlist_t;
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typedef void renderitem_t(
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renderlist_t *list, renderpass_t *pass, game_t *game, int32_t i
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);
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typedef struct _renderpass_t {
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framebuffer_t framebuffer;
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typedef struct {
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framebuffer_t frame;
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shader_t *shader;
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} renderpass_t;
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typedef struct _renderlist_t {
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int32_t width;
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int32_t height;
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typedef struct {
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framebuffer_t frame;
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primitive_t quad;
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dynarray_t passes;
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} renderlist_t;
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void *user;
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} renderlist_t;
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typedef void renderitemcallback_t(
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renderlist_t *list, renderpass_t *pass, engine_t *engine, int32_t i
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);
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typedef struct {
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renderitemcallback_t *onRender;
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} renderitem_t;
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@ -12,6 +12,14 @@
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#include "../../../display/framebuffer.h"
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#include "../../../display/camera.h"
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#define POKER_PLAYER_UI_IMAGE_SIZE 64
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#define POKER_PLAYER_UI_IMAGE_RESOLUTION POKER_PLAYER_UI_IMAGE_SIZE * 2
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#define POKER_PLAYER_UI_IMAGE_DIST 0.8f
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#define POKER_PLAYER_UI_IMAGE_Y 0.1f
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#define POKER_PLAYER_UI_PADDING 8
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typedef struct {
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label_t label;
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framebuffer_t frame;
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primitive_t quad;
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} pokerplayerui_t;
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@ -11,7 +11,14 @@
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#include "../../display/shader.h"
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#include "../../display/font.h"
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#include "../../display/primitive.h"
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#include "../../display/renderlist.h"
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typedef struct {
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camera_t camera;
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renderlist_t list;
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shader_t shader;
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texture_t texture;
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primitive_t cube;
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} sandboxscene_t;
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@ -127,10 +127,9 @@ void glfwOnCursor(GLFWwindow *window, double x, double y) {
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inputsource_t glfwGetInputSourceForKey(int32_t key) {
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// return (inputsource_t)((
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// key <= GLFW_KEY_GRAVE_ACCENT ? key - GLFW_KEY_SPACE :
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// key <= GLFW_KEY_MENU ? key - GLFW_KEY_ESCAPE + GLFW_KEY_GRAVE_ACCENT :
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// key
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// ) % INPUT_SOURCE_COUNT);
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return 0;
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return (inputsource_t)((
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key <= GLFW_KEY_GRAVE_ACCENT ? key - GLFW_KEY_SPACE :
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key <= GLFW_KEY_MENU ? key - GLFW_KEY_ESCAPE + GLFW_KEY_GRAVE_ACCENT :
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key
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) % INPUT_SOURCE_COUNT);
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}
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@ -19,7 +19,7 @@ void renderInit() {
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glClearColor(0,0,0, 1.0);
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glClearColor(0,0,0, 0.0);
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}
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void renderFrameStart(render_t *render) {
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@ -8,36 +8,76 @@
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#include "renderlist.h"
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void renderListInit(renderlist_t *list, int32_t passes, int32_t width, int32_t height) {
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int32_t i;
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renderpass_t *pass;
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list->width = width;
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list->height = height;
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frameBufferInit(&list->frame, width, height);
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quadInit(&list->quad, 0, 0,0,0,0, 1,1,1,1);
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dynArrayInit(&list->passes, sizeof(renderpass_t), passes);
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for(i = 0; i < passes; i++) {
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pass = (renderpass_t *)dynArrayGet(&list->passes, i);
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frameBufferInit(&pass->framebuffer, width, height);
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}
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}
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void renderListRenderPass(renderlist_t *list, game_t *game, int32_t pass, dynarray_t *items, int32_t itemCount) {
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renderpass_t * renderListGetPass(renderlist_t *list, int32_t pass) {
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return (renderpass_t *)dynArrayGet(&list->passes, pass);
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}
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int32_t renderPassAdd(renderlist_t *list) {
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int32_t i = dynArrayAdd(&list->passes);
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renderpass_t *pass = renderListGetPass(list, i);
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frameBufferInit(&pass->frame,
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list->frame.texture.width, list->frame.texture.height
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);
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return i;
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}
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void renderListRenderPass(
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renderlist_t *list, engine_t *engine,
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camera_t *camera, int32_t pass, dynarray_t *items
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) {
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int32_t i;
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renderpass_t *renderPass;
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renderitem_t *item;
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renderPass = (renderpass_t *)dynArrayGet(&list->passes, pass);
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renderPass = renderListGetPass(list, pass);
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// Bind the shader.
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frameBufferUse(&renderPass->framebuffer, true);
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frameBufferUse(&renderPass->frame, true);
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shaderUse(renderPass->shader);
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// "Uniforms"
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shaderUseCamera(renderPass->shader, camera);
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// Render list
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for(i = 0; i < itemCount; i++) {
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for(i = 0; i < items->length; i++) {
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item = (renderitem_t *)dynArrayGet(items, i);
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item(list, renderPass, game, i);
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item->onRender(list, renderPass, engine, i);
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}
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frameBufferUnbind(&engine->render, false);
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}
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void renderListRender(renderlist_t *list, engine_t *engine, shader_t *shader) {
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camera_t camera;
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int32_t i;
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renderpass_t *pass;
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// Setup the camera
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cameraLookAt(&camera, 0,0,1, 0,0,0);
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cameraOrtho(&camera, 0,1, 0,1, 0.5f, 1.5f);
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// Bind the framebuffer
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frameBufferUse(&list->frame, false);
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// Set the shader
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shaderUse(shader);
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shaderUsePosition(shader, 0,0,0, 0,0,0);
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shaderUseCamera(shader, &camera);
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// Render each pass.
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for(i = 0; i < list->passes.length; i++) {
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pass = renderListGetPass(list, i);
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shaderUseTexture(shader, &pass->frame.texture);
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primitiveDraw(&list->quad, 0, -1);
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}
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// Unbind the framebuffer.
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frameBufferUnbind(&engine->render, false);
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}
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@ -7,10 +7,20 @@
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#pragma once
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#include <dawn/dawn.h>
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#include "../game/game.h"
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#include "framebuffer.h"
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#include "primitive.h"
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#include "shader.h"
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#include "camera.h"
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#include "primitives/quad.h"
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#include "../util/dynarray.h"
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void renderListInit(renderlist_t *renderList, int32_t passes);
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void renderListInit(renderlist_t *list, int32_t passes, int32_t width, int32_t height);
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renderpass_t * renderListGetPass(renderlist_t *list, int32_t pass);
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int32_t renderPassAdd(renderlist_t *list);
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void renderListRenderPass(
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renderlist_t *list, engine_t *engine,
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camera_t *camera, int32_t pass, dynarray_t *items
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);
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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) {
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}
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bool engineUpdateEnd(engine_t *engine, game_t *game) {
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if(inputIsPressed(&engine->input, INPUT_NULL)) return false;
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if(inputIsPressed(&engine->input, INPUT_NULL)) {
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printf("Game exit requested\n");
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return false;
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}
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return true;
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}
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@ -41,7 +41,7 @@ bool gameUpdate(game_t *game, float platformDelta) {
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void gameDispose(game_t *game) {
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// Cleanup the game
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#if SETTING_GAME == SETTING_GAME_POKER
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pokerGameDispose(game);
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pokerGameDispose(&game->pokerGame);
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#elif SETTING_GAME == SETTING_GAME_DAWN
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dawnGameDispose(game);
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#elif SETTING_GAME == SETTING_GAME_SANDBOX
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@ -31,10 +31,13 @@ bool pokerGameInit(pokergame_t *game) {
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}
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void pokerGameUpdate(pokergame_t *game, engine_t *engine) {
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// Update the VN Engine.
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vnSceneUpdate(&game->scene, engine);
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// Update the UI
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pokerUiUpdate(game, engine);
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// Bind the shader.
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shaderUse(&game->assets.shader);
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@ -32,12 +32,7 @@ void pokerWorldInit(pokergame_t *game) {
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void pokerWorldLookAtPlayer(vnscene_t *scene, uint8_t playerIndex) {
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uint8_t seat;
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seat = (
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playerIndex == POKER_DEALER_INDEX ?
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POKER_GAME_SEAT_DEALER :
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POKER_GAME_SEAT_FOR_PLAYER(playerIndex)
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);
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seat = pokerGameSeatFromIndex(playerIndex);
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scene->cameraLookX = POKER_WORLD_SEAT_POSITION_X(seat);
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scene->cameraLookZ = POKER_WORLD_SEAT_POSITION_Z(seat);
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}
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@ -9,6 +9,55 @@
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void pokerPlayerUiInit(pokerplayerui_t *ui) {
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labelInit(&ui->label);
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frameBufferInit(&ui->frame,
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POKER_PLAYER_UI_IMAGE_RESOLUTION, POKER_PLAYER_UI_IMAGE_RESOLUTION
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);
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quadInit(&ui->quad, 0,
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0, 0, 0, 1,
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POKER_PLAYER_UI_IMAGE_SIZE, POKER_PLAYER_UI_IMAGE_SIZE, 1, 0
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);
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}
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void pokerPlayerUiUpdate(
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pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, int32_t playerIndex,
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engine_t *engine
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) {
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camera_t camera;
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uint8_t seat;
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float x, y, z;
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// Bind the frame buffer
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frameBufferUse(&ui->frame, true);
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// Set up the camera perspective
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cameraPerspective(&camera, 45,
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(float)POKER_PLAYER_UI_IMAGE_SIZE / (float)POKER_PLAYER_UI_IMAGE_SIZE,
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0.03f, 10.0f
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);
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// Locate the XYZ position of the camera to look at the player
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seat = pokerGameSeatFromIndex(playerIndex);
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x = POKER_WORLD_SEAT_POSITION_X(seat);
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y = POKER_PLAYER_UI_IMAGE_Y;
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z = POKER_WORLD_SEAT_POSITION_Z(seat);
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// Actually look at the player, we need to get close.
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cameraLookAt(&camera,
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x * POKER_PLAYER_UI_IMAGE_DIST, y, z * POKER_PLAYER_UI_IMAGE_DIST,
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x, y, z
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);
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// Render the VN character
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shaderUse(shader);
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shaderUseCamera(shader, &camera);
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shaderUsePosition(shader, 0,0,0, 0,0,0);
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vnCharacterRender(game->scene.characters + playerIndex, shader);
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// Unbind the frame buffer.
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frameBufferUnbind(&engine->render, false);
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}
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void pokerPlayerUiRender(
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@ -22,13 +71,20 @@ void pokerPlayerUiRender(
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scale = fontGetScale(FONT_SIZE_DEFAULT);
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player = game->poker.players + playerIndex;
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// Render Face
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shaderUseTexture(shader, &ui->frame.texture);
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shaderUsePosition(shader, x - POKER_PLAYER_UI_IMAGE_SIZE,y,0, 0,0,0);
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primitiveDraw(&ui->quad, 0, -1);
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// Move everything left a bit.
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x -= POKER_PLAYER_UI_IMAGE_SIZE + POKER_PLAYER_UI_PADDING;
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y += (POKER_PLAYER_UI_IMAGE_SIZE - (FONT_LINE_HEIGHT * scale * 2)) / 2.0f;
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// Render chips
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sprintf(buffer, "$%i", player->chips);
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labelSetText(&ui->label, font, buffer);
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labelRender(&ui->label, shader, x - ui->label.info.width, y);
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// Render Face
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// Render state
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if(player->state & POKER_PLAYER_STATE_OUT) {
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sprintf(buffer, "Out");
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@ -48,5 +104,7 @@ void pokerPlayerUiRender(
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}
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void pokerPlayerUiDispose(pokerplayerui_t *ui) {
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primitiveDispose(&ui->quad);
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frameBufferDispose(&ui->frame);
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labelDispose(&ui->label);
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}
|
@ -10,11 +10,19 @@
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#include "../../../ui/label.h"
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#include "../../../ui/image.h"
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#include "../../../display/framebuffer.h"
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#include "../../../display/primitive.h"
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#include "../../../display/primitives/quad.h"
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#include "../../../display/primitives/cube.h"
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#include "../../../display/camera.h"
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#include "../../../vn/vncharacter.h"
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void pokerPlayerUiInit(pokerplayerui_t *ui);
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void pokerPlayerUiUpdate(
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pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, int32_t playerIndex,
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engine_t *engine
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);
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void pokerPlayerUiRender(
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pokerplayerui_t *ui, pokergame_t *game, shader_t *shader, font_t *font,
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int32_t playerIndex, float x, float y
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|
@ -15,6 +15,17 @@ void pokerUiInit(pokergame_t *pokerGame) {
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}
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}
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void pokerUiUpdate(pokergame_t *pokerGame, engine_t *engine) {
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uint8_t i;
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pokerplayerui_t *ui;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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ui = pokerGame->ui.player + i;
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pokerPlayerUiUpdate(ui, pokerGame, &pokerGame->assets.shader, i, engine);
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}
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}
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void pokerUiRender(pokergame_t *pokerGame, engine_t *engine) {
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uint8_t i;
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pokerplayerui_t *ui;
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|
@ -17,6 +17,14 @@
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*/
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void pokerUiInit(pokergame_t *pokerGame);
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/**
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* Update the Poker Game UI.
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*
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* @param pokerGame Game to update.
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* @param engine Engine to use for updating.
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*/
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void pokerUiUpdate(pokergame_t *pokerGame, engine_t *engine);
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/**
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* Render the Poker Game UI.
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*
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|
@ -7,13 +7,50 @@
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#include "sandboxscene.h"
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void renderTest(renderlist_t *list, renderpass_t *pass, engine_t *engine, int32_t i) {
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sandboxscene_t *scene;
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scene = (sandboxscene_t *)list->user;
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shaderUsePosition(pass->shader, 0, 0, 0, engine->time.current, engine->time.current, 0);
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shaderUseTexture(pass->shader, &scene->texture);
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primitiveDraw(&scene->cube, 0, -1);
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}
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bool sandboxSceneInit(sandboxscene_t *game) {
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printf("Sandbox init\n");
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int32_t passIndex;
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renderpass_t *pass;
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// Load assets
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assetTextureLoad(&game->texture, "test_texture.png");
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assetShaderLoad(&game->shader, "shaders/textured.vert", "shaders/textured.frag");
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cubeInit(&game->cube, 1.0f, 1.0f, 1.0f);
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// Initialize list
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renderListInit(&game->list, 1, 400, 400);
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game->list.user = game;
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// Set up the pass
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passIndex = renderPassAdd(&game->list);
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pass = renderListGetPass(&game->list, passIndex);
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pass->shader = &game->shader;
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return true;
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}
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|
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void sandboxSceneUpdate(sandboxscene_t *game, engine_t *engine) {
|
||||
dynarray_t items;
|
||||
renderitem_t *item;
|
||||
dynArrayInit(&items, sizeof(renderitem_t), 1);
|
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item = (renderitem_t *)dynArrayGet(&items, dynArrayAdd(&items));
|
||||
item->onRender= &renderTest;
|
||||
|
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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) {
|
||||
|
@ -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.
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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.
|
||||
*
|
||||
|
@ -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);
|
||||
}
|
||||
|
Reference in New Issue
Block a user