Fixed many casting issues.

This commit is contained in:
2021-08-21 12:18:01 -07:00
parent 45690cb975
commit d95047398d
26 changed files with 133 additions and 212 deletions

View File

@ -7,21 +7,11 @@
#include "vncharacter.h"
void _vnCharacterQuad(primitive_t *primitive, tilesetdiv_t *div) {
quadInit(primitive, 0,
-VN_CHARACTER_SIZE, 0, div->x0, div->y1,
VN_CHARACTER_SIZE, VN_CHARACTER_SIZE*2, div->x1, div->y0
);
}
void vnCharacterInit(vncharacter_t *character,
texture_t *textureEyes,
texture_t *textureBody,
texture_t *textureMouth,
texture_t *textureFace
void vnCharacterInit(
vncharacter_t *character, texture_t *texture,
int32_t baseWidth, int32_t baseHeight,
int32_t faceWidth, int32_t faceHeight
) {
tilesetdiv_t div;
character->x = 0;
character->y = 0;
character->z = 0;
@ -34,89 +24,96 @@ void vnCharacterInit(vncharacter_t *character,
character->scaleY = 1;
character->talking = false;
character->blinkStart = randFloatRange(0, VN_CHARACTER_BLINK_TIME_RANGE_MAX);
character->name = "";
// Setup Textures
character->textureEyes = textureEyes;
character->textureBody = textureBody;
character->textureMouth = textureMouth;
character->textureFace = textureFace;
// Tileset
tilesetInit(&character->tilesetEyes, 1, 6,
textureEyes->width, textureEyes->height,
0, 0, 0, 0
);
tilesetInit(&character->tilesetMouth, 1, 11,
textureMouth->width, textureMouth->height,
0, 0, 0, 0
// Init the primitive.
character->texture = texture;
primitiveInit(&character->primitive,
QUAD_VERTICE_COUNT * VN_CHARACTER_QUAD_COUNT,
QUAD_INDICE_COUNT * VN_CHARACTER_QUAD_COUNT
);
vnCharacterSetEyes(character, 0);
vnCharacterSetMouth(character, 9);
character->baseWidth = baseWidth;
character->baseHeight = baseHeight;
character->faceWidth = faceWidth;
character->faceHeight = faceHeight;
div.x0 = 0, div.x1 = 1;
div.y0 = 0, div.y1 = 1;
// Buffer the base quad, this never changes (currently)
quadBuffer(&character->primitive, 0,
0,0,0,0,
((float)baseWidth / (float)baseHeight), baseHeight, 1, 1,
0, 0
);
_vnCharacterQuad(&character->primitiveBody, &div);
_vnCharacterQuad(&character->primitiveFace, &div);
}
// character->blinkStart = randFloatRange(0, VN_CHARACTER_BLINK_TIME_RANGE_MAX);
// character->name = "";
void vnCharacterSetEyes(vncharacter_t *character, uint8_t eyes) {
tilesetdiv_t *div;
div = character->tilesetEyes.divisions + eyes;
_vnCharacterQuad(&character->primitiveEyes, div);
}
// // Setup Textures
// character->textureEyes = textureEyes;
// character->textureBody = textureBody;
// character->textureMouth = textureMouth;
// character->textureFace = textureFace;
void vnCharacterSetMouth(vncharacter_t *character, uint8_t mouth) {
tilesetdiv_t *div;
div = character->tilesetMouth.divisions + mouth;
_vnCharacterQuad(&character->primitiveMouth, div);
// // Tileset
// tilesetInit(&character->tilesetEyes, 1, 6,
// textureEyes->width, textureEyes->height,
// 0, 0, 0, 0
// );
// tilesetInit(&character->tilesetMouth, 1, 11,
// textureMouth->width, textureMouth->height,
// 0, 0, 0, 0
// );
// vnCharacterSetEyes(character, 0);
// vnCharacterSetMouth(character, 9);
// div.x0 = 0, div.x1 = 1;
// div.y0 = 0, div.y1 = 1;
// _vnCharacterQuad(&character->primitiveBody, &div);
// _vnCharacterQuad(&character->primitiveFace, &div);
}
void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
float n;
// float n;
// Update the blinking frames
n = (engine->time.current - character->blinkStart) * 1.5;
if(n >= 1) {
character->blinkStart = engine->time.current + randFloatRange(
1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
);
} else if(n > 0) {
n = easeInQuad(easeTimeToForwardAndBackward(n) * 2);
vnCharacterSetEyes(character, n * character->tilesetEyes.count);
}
// // Update the blinking frames
// n = (engine->time.current - character->blinkStart) * 1.5;
// if(n >= 1) {
// character->blinkStart = engine->time.current + randFloatRange(
// 1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
// );
// } else if(n > 0) {
// n = easeInQuad(easeTimeToForwardAndBackward(n) * 2);
// vnCharacterSetEyes(character, n * character->tilesetEyes.count);
// }
// Updating the talking frames
if(character->talking) {
vnCharacterSetMouth(character,
(int32_t)(engine->time.current*12) % character->tilesetMouth.count
);
} else {
vnCharacterSetMouth(character, 9);
}
// // Updating the talking frames
// if(character->talking) {
// vnCharacterSetMouth(character,
// (int32_t)(engine->time.current*12) % character->tilesetMouth.count
// );
// } else {
// vnCharacterSetMouth(character, 9);
// }
// Update the scale frames
float speed, amount;
if(character->talking) {
speed = 2.5;
amount = 100;
n = easeTimeToForwardAndBackward(fmod(engine->time.current, 1 / speed) * speed) * 2;
n = easeInOutQuad(n) / amount - (1/(amount*2));
character->scaleX = 1 + n;
character->scaleY = 1 - n;
} else {
speed = 10;
amount = 50;
n = easeTimeToForwardAndBackward(fmod(engine->time.current, speed) / speed)*2;
n = easeInOutCubic(n) / amount - (1/(amount*2));
character->scaleX = 1 + n;
character->scaleY = 1 + n*2;
}
// // Update the scale frames
// float speed, amount;
// if(character->talking) {
// speed = 2.5;
// amount = 100;
// n = easeTimeToForwardAndBackward(fmod(engine->time.current, 1 / speed) * speed) * 2;
// n = easeInOutQuad(n) / amount - (1/(amount*2));
// character->scaleX = 1 + n;
// character->scaleY = 1 - n;
// } else {
// speed = 10;
// amount = 50;
// n = easeTimeToForwardAndBackward(fmod(engine->time.current, speed) / speed)*2;
// n = easeInOutCubic(n) / amount - (1/(amount*2));
// character->scaleX = 1 + n;
// character->scaleY = 1 + n*2;
// }
}
void vnCharacterRender(vncharacter_t *character, shader_t *shader) {
@ -126,15 +123,6 @@ void vnCharacterRender(vncharacter_t *character, shader_t *shader) {
character->scaleX, character->scaleY, 1
);
shaderUseTexture(shader, character->textureBody);
primitiveDraw(&character->primitiveBody, 0, -1);
shaderUseTexture(shader, character->textureFace);
primitiveDraw(&character->primitiveFace, 0, -1);
shaderUseTexture(shader, character->textureEyes);
primitiveDraw(&character->primitiveEyes, 0, -1);
shaderUseTexture(shader, character->textureMouth);
primitiveDraw(&character->primitiveMouth, 0, -1);
shaderUseTexture(shader, character->texture);
primitiveDraw(&character->primitive, 0, -1);
}