Added in all the other characters (testing)

This commit is contained in:
2021-11-02 08:33:58 -07:00
parent 0695f8c523
commit 6d6982c160
41 changed files with 532 additions and 279 deletions

View File

@ -8,12 +8,7 @@
#include "vncharacter.h"
void vnCharacterInit(
vncharacter_t *character, texture_t *texture,
int32_t baseWidth, int32_t baseHeight,
int32_t faceX, int32_t faceY,
int32_t faceWidth, int32_t faceHeight
) {
void vnCharacterInit(vncharacter_t *character, texture_t *texture) {
character->x = 0;
character->y = 0;
character->z = 0;
@ -24,89 +19,36 @@ void vnCharacterInit(
character->scaleX = 1;
character->scaleY = 1;
character->layerCount = 0;
character->texture = texture;
character->talking = false;
character->blinkStart = 0;
character->baseWidth = baseWidth;
character->baseHeight = baseHeight;
character->faceX = faceX;
character->faceY = faceY;
character->faceWidth = faceWidth;
character->faceHeight = faceHeight;
character->emotion = VN_CHARACTER_EMOTION_HAPPY;
// Init the primitive.
primitiveInit(&character->primitive,
QUAD_VERTICE_COUNT * VN_CHARACTER_QUAD_COUNT,
QUAD_INDICE_COUNT * VN_CHARACTER_QUAD_COUNT
);
// Buffer the base quad, this never changes (currently)
_vnCharacterBuffer(character, 0, 0, baseWidth, baseHeight, 0, 0, 0);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_EYEBROWS);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_EYES);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_MOUTH);
}
void _vnCharacterBuffer(vncharacter_t *character,
int32_t x, int32_t y, int32_t width, int32_t height, int32_t tx, int32_t ty,
int32_t i
) {
// Calc size for each pixel.
float ps = 1.0f / (float)character->baseHeight;// Prefer Height
float tpx = 1.0f / (float)character->texture->width;
float tpy = 1.0f / (float)character->texture->height;
// Center inside the character
x -= character->baseWidth / 2;
y += character->baseHeight / 2;
quadBuffer(&character->primitive, 0.001f * (float)i,
(float)x * ps, 1 - (float)y * ps,
(float)tx * tpx, (float)ty * tpy,
(float)(x + width) * ps, 1 - (float)(y + height) * ps,
(float)(tx + width) * tpx, (float)(ty + height) * tpy,
i * QUAD_VERTICE_COUNT, i * QUAD_INDICE_COUNT
);
}
void _vnCharacterFaceBuffer(vncharacter_t *character,
int32_t col, int32_t i
) {
_vnCharacterBuffer(character,
character->faceX, character->faceY,
character->faceWidth, character->faceHeight,
character->baseWidth + (character->faceWidth * col),
character->faceHeight * (i -1),
i
QUAD_VERTICE_COUNT * VN_CHARACTER_LAYERS_MAX,
QUAD_INDICE_COUNT * VN_CHARACTER_LAYERS_MAX
);
}
void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
uint8_t eyes, mouth, eyebrows;
float t;
float speed, amount;
// Setup frames based on the emotion.
mouth = character->emotion % 0x04;
eyes = (character->emotion/0x04) % 0x04;
eyebrows = ((character->emotion/0x04)/0x04) % 0x05;
_vnCharacterFaceBuffer(character, eyebrows, VN_CHARACTER_QUAD_EYEBROWS);
_vnCharacterFaceBuffer(character, eyes, VN_CHARACTER_QUAD_EYES);
mouth *= VN_CHARACTER_TALKING_FRAME_COUNT;
if(character->talking) {
t = animForwardAndBackwardScaled(mathModFloat(
engine->time.current * animTimeScaleFromFrameTime(3, 0.2f), 1.0f
));
mouth += (uint8_t)(t * VN_CHARACTER_TALKING_FRAME_COUNT);
}
_vnCharacterFaceBuffer(character, mouth, VN_CHARACTER_QUAD_MOUTH);
// mouth = character->emotion % 0x04;
// eyes = (character->emotion/0x04) % 0x04;
// eyebrows = ((character->emotion/0x04)/0x04) % 0x05;
// _vnCharacterFaceBuffer(character, eyebrows, VN_CHARACTER_QUAD_EYEBROWS);
// _vnCharacterFaceBuffer(character, eyes, VN_CHARACTER_QUAD_EYES);
// mouth *= VN_CHARACTER_TALKING_FRAME_COUNT;
// if(character->talking) {
// t = animForwardAndBackwardScaled(mathModFloat(
// engine->time.current * animTimeScaleFromFrameTime(3, 0.2f), 1.0f
// ));
// mouth += (uint8_t)(t * VN_CHARACTER_TALKING_FRAME_COUNT);
// }
// _vnCharacterFaceBuffer(character, mouth, VN_CHARACTER_QUAD_MOUTH);
// float n;
// // Update the blinking frames
// n = (engine->time.current - character->blinkStart) * 3.0f;
@ -134,7 +76,6 @@ void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
// }
// Update the scale frames for breathing / talk breathing
float speed, amount;
speed = 0.2f;
amount = 90.0f;
t = animForwardAndBackwardScaled(
@ -145,6 +86,60 @@ void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
character->scaleY = 1 - t;
}
uint8_t vnCharacterLayerAdd(vncharacter_t *character,
uint8_t frames,
int32_t lx, int32_t ly,
int32_t x, int32_t y,
int32_t width, int32_t height
) {
uint8_t i;
vncharacterlayer_t *layer;
i = character->layerCount++;
layer = character->layers + i;
layer->frames = frames;
layer->lx = lx;
layer->ly = ly;
layer->x = x;
layer->y =y;
layer->width = width;
layer->height = height;
vnCharacterLayerSetFrame(character, i, 0);
return i;
}
void vnCharacterLayerSetFrame(vncharacter_t *character, uint8_t l, uint8_t f) {
vncharacterlayer_t *layer;
vncharacterlayer_t *base;
layer = character->layers + l;
base = character->layers;
f = f % layer->frames;
float ps = 1.0f / (float)base->height;
float tpx = 1.0f / (float)character->texture->width;
float tpy = 1.0f / (float)character->texture->height;
int32_t x = layer->x - (base->width / 2);
int32_t y = layer->y + (base->height / 2);
int32_t tx = layer->lx + (layer->width * f);
quadBuffer(&character->primitive, 0.001f * (float)l,
(float)x * ps, 1 - (float)y * ps,
(float)tx * tpx,
(float)layer->ly * tpy,
(float)(x + layer->width) * ps,
1 - (float)(y + layer->height) * ps,
(float)(tx + layer->width) * tpx,
(float)(layer->ly + layer->height) * tpy,
l * QUAD_VERTICE_COUNT, l * QUAD_INDICE_COUNT
);
}
void vnCharacterRender(vncharacter_t *character, shader_t *shader) {
shaderUsePositionAndScale(shader,
character->x, character->y, character->z,
@ -152,7 +147,9 @@ void vnCharacterRender(vncharacter_t *character, shader_t *shader) {
character->scaleX, character->scaleY, 1
);
shaderUseTexture(shader, character->texture);
primitiveDraw(&character->primitive, 0, -1);
primitiveDraw(
&character->primitive, 0, character->layerCount * QUAD_INDICE_COUNT
);
}
void vnCharacterDispose(vncharacter_t *character) {