bug fix: initialize last frame timestamp
This commit is contained in:
parent
c71635e5d6
commit
437f2d321c
680
demo/Demo.cpp
680
demo/Demo.cpp
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@ -109,356 +109,10 @@ void set_framerate_indicator(int frame_count, GLuint id)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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struct Demo : Game
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Mushroom::Mushroom(Node *parent) : Sprite(parent, "resource/shrooms")
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{
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SDL_Texture *grass_texture;
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int frame_count = 0, frame_count_timestamp;
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bool right_active = false, down_active = false, left_active = false,
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up_active = false;
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SDL_Event event;
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GLuint vbo, space_texture_id, mvp_id, framerate_texture_id, flat_program,
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world_program, fake_texture_id;
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glm::mat4 projection, view, model = glm::mat4(1.0f), mvp;
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// Mushroom mushroom = Mushroom(this);
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// Sprite grass = Sprite(this, "resource/Field.png");
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Demo()
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{
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Mix_Music *music = Mix_LoadMUS("resource/Field.mp3");
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Mix_PlayMusic(music, -1);
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load_gl_context();
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delegate.subscribe(&Demo::respond, this);
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// Input* l = new Input(this);
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// delete l;
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// input.print_branch();
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// mushroom.print_branch();
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// Input* i = new Input(this);
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// get_delegate().unsubscribe(i);
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// delete i;
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}
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std::string get_class_name()
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{
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return "Demo";
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}
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void load_sdl_context()
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{
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Game::load_sdl_context();
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// grass.load();
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// mushroom.load();
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}
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void load_gl_context()
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{
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Game::load_gl_context();
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// grass.unload();
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// mushroom.unload();
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/*
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v0-v1-v2 (front)
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v2-v3-v0
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v0-v3-v4 (right)
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v4-v5-v0
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v0-v5-v6 (top)
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v6-v1-v0
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v1-v6-v7 (left)
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v7-v2-v1
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v7-v4-v3 (bottom)
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v3-v2-v7
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v4-v7-v6 (back)
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v6-v5-v4
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*/
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std::array<glm::vec3, 36> cube = {
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{
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{1, 1, 1}, {-1, 1, 1}, {-1,-1, 1},
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{-1,-1, 1}, {1,-1, 1}, {1, 1, 1},
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{1, 1, 1}, {1,-1, 1}, {1,-1,-1},
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{1,-1,-1}, {1, 1,-1}, {1, 1, 1},
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{1, 1, 1}, {1, 1,-1}, {-1, 1,-1},
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{-1, 1,-1}, {-1, 1, 1}, {1, 1, 1},
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{-1, 1, 1}, {-1, 1,-1}, {-1,-1,-1},
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{-1,-1,-1}, {-1,-1, 1}, {-1, 1, 1},
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{-1,-1,-1}, {1,-1,-1}, {1,-1, 1},
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{1,-1, 1}, {-1,-1, 1}, {-1,-1,-1},
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{1,-1,-1}, {-1,-1,-1}, {-1, 1,-1},
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{-1, 1,-1}, {1, 1,-1}, {1,-1,-1}
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}};
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std::array<glm::vec3, 6> background_vertices = {
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{
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{-1, 1, 0}, {1, 1, 0}, {-1, -1, 0},
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{1, 1, 0}, {1, -1, 0}, {-1, -1, 0}
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}};
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GLfloat background_colors[40][3] = {
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{.2, .6, .8}, {.2, .6, .8}, {1, 1, 0},
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{.2, .6, .8}, {1, 1, 0}, {1, 1, 0}
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};
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GLuint background_colors_buffer;
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glGenBuffers(1, &background_colors_buffer);
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std::array<glm::vec3, 6> framerate_indicator_vertices = {
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{
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{.9, 1, 0}, {1, 1, 0}, {.9, .9, 0},
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{1, 1, 0}, {1, .9, 0}, {.9, .9, 0}
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}};
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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std::vector<glm::vec3> vertices;
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vertices.reserve(cube.size() + background_vertices.size() + framerate_indicator_vertices.size());
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vertices.insert(vertices.begin(), cube.begin(), cube.end());
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vertices.insert(vertices.end(), background_vertices.begin(), background_vertices.end());
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vertices.insert(vertices.end(), framerate_indicator_vertices.begin(),
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framerate_indicator_vertices.end());
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projection = glm::perspective(glm::radians(45.0f),
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(float) sw / (float) sh, 0.1f, 100.0f);
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view = glm::lookAt(
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glm::vec3(4, 3, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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SDL_Surface *surface = rotateSurface90Degrees(IMG_Load("resource/tile.png"), 2);
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printf("tile.png bytes per pixel %i\n", surface->format->BytesPerPixel);
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space_texture_id = get_gl_texture_from_surface(surface, GL_LINEAR);
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SDL_FreeSurface(surface);
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std::array<glm::vec2, 6> framerate_indicator_uv = {
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{
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{0, 1}, {1, 1}, {0, 0},
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{1, 1}, {1, 0}, {0, 0}
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}};
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std::array<glm::vec2, 36> cube_uv = {
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{
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{1, 1}, {0, 1}, {0, 0},
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{0, 0}, {1, 0}, {1, 1},
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{0, 1}, {0, 0}, {1, 0},
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{1, 0}, {1, 1}, {0, 1},
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{0, 1}, {0, 0}, {1, 0},
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{1, 0}, {1, 1}, {0, 1},
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{1, 1}, {0, 1}, {0, 0},
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{0, 0}, {1, 0}, {1, 1},
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{0, 0}, {1, 0}, {1, 1},
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{1, 1}, {0, 1}, {0, 0},
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{0, 0}, {1, 0}, {1, 1},
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{1, 1}, {0, 1}, {0, 0}
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}};
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std::vector<glm::vec2> uv;
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uv.reserve(cube_uv.size() + background_vertices.size() + framerate_indicator_uv.size());
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std::copy(cube_uv.begin(), cube_uv.end(), uv.begin());
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std::copy(framerate_indicator_uv.begin(), framerate_indicator_uv.end(),
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uv.begin() + cube_uv.size() + background_vertices.size());
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GLuint uvbuffer;
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glGenBuffers(1, &uvbuffer);
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unsigned char fake_texture_color[4] = {255, 255, 255, 255};
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glCreateTextures(GL_TEXTURE_2D, 1, &fake_texture_id);
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glBindTexture(GL_TEXTURE_2D, fake_texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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fake_texture_color);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat) * 3, &vertices.front(),
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
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glBufferData(GL_ARRAY_BUFFER, uv.capacity() * sizeof(GLfloat) * 2, &uv.front(), GL_STATIC_DRAW);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, background_colors_buffer);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat) * 3, 0, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER,
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(cube.size()) * sizeof(GLfloat) * 3,
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background_vertices.size() * sizeof(GLfloat) * 3, background_colors);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(2);
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GLuint vertex_shader = load_shader("shaders/triangle.vert", GL_VERTEX_SHADER);
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GLuint fragment_shader = load_shader("shaders/triangle.frag", GL_FRAGMENT_SHADER);
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GLuint flat_shader = load_shader("shaders/flat.vert", GL_VERTEX_SHADER);
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world_program = glCreateProgram();
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glAttachShader(world_program, vertex_shader);
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glAttachShader(world_program, fragment_shader);
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glBindAttribLocation(world_program, 0, "in_Position");
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glBindAttribLocation(world_program, 1, "vertexUV");
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glBindAttribLocation(world_program, 2, "in_Color");
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glBindAttribLocation(world_program, 3, "pos");
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link_shader(world_program);
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flat_program = glCreateProgram();
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glAttachShader(flat_program, flat_shader);
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glAttachShader(flat_program, fragment_shader);
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glBindAttribLocation(flat_program, 0, "in_Position");
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glBindAttribLocation(flat_program, 1, "vertexUV");
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glBindAttribLocation(flat_program, 2, "in_Color");
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glBindAttribLocation(flat_program, 3, "pos");
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link_shader(flat_program);
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mvp_id = glGetUniformLocation(world_program, "MVP");
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GLuint sampler_uniform_id = glGetUniformLocation(world_program, "myTextureSampler");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, space_texture_id);
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glUniform1i(sampler_uniform_id, 0);
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glDepthFunc(GL_LESS);
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frame_count_timestamp = SDL_GetTicks();
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framerate_texture_id = get_gl_texture_from_surface(
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get_framerate_indicator_surface(frame_count), GL_LINEAR);
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}
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void respond(SDL_Event& event)
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{
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if (delegate.compare(event, "context"))
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{
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if (is_gl_context)
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{
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load_sdl_context();
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}
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else
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{
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load_gl_context();
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}
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}
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}
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void update()
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{
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// while (SDL_PollEvent(&event))
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// {
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// if (event.type == SDL_KEYDOWN)
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// {
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// if (event.key.keysym.sym == SDLK_F11)
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// {
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// if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN)
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// {
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// SDL_SetWindowFullscreen(window, 0);
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// }
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// else
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// {
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// SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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// }
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// }
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// else if (SDL_GetModState() & KMOD_CTRL)
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// {
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// if (event.key.keysym.sym == SDLK_f)
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// {
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// show_framerate = not show_framerate;
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// }
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// else if (event.key.keysym.sym == SDLK_UP)
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// {
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// set_framerate(framerate + 1);
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// }
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// else if (event.key.keysym.sym == SDLK_DOWN)
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// {
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// set_framerate(framerate - 1);
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// }
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// }
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// else if (event.key.keysym.sym == SDLK_UP)
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// {
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// up_active = true;
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// }
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// else if (event.key.keysym.sym == SDLK_RIGHT)
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// {
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// right_active = true;
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// }
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// else if (event.key.keysym.sym == SDLK_DOWN)
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// {
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// down_active = true;
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// }
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// else if (event.key.keysym.sym == SDLK_LEFT)
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// {
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// left_active = true;
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// }
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// }
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// else if (event.type == SDL_KEYUP)
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// {
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// if (event.key.keysym.sym == SDLK_UP)
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// {
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// up_active = false;
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// }
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// else if (event.key.keysym.sym == SDLK_RIGHT)
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// {
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// right_active = false;
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// }
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// else if (event.key.keysym.sym == SDLK_DOWN)
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// {
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// down_active = false;
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// }
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// else if (event.key.keysym.sym == SDLK_LEFT)
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// {
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// left_active = false;
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// }
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// }
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// }
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if (is_gl_context)
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{
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// glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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// glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), diamond, GL_STATIC_DRAW);
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glClearColor(.7, .7, .5, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(flat_program);
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glUniform1f(glGetUniformLocation(flat_program, "r"), mvp[0][0]);
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glBindTexture(GL_TEXTURE_2D, fake_texture_id);
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glDisableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glDrawArrays(GL_TRIANGLES, 36, 6);
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if (show_framerate)
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{
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glBindTexture(GL_TEXTURE_2D, framerate_texture_id);
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glDisableVertexAttribArray(2);
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glEnableVertexAttribArray(1);
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glVertexAttrib3f(2, 1, 1, 1);
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glDrawArrays(GL_TRIANGLES, 42, 6);
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}
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// printf("%s\n", glm::to_string(model).c_str());
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model = glm::rotate(model, .0005f * frame_length, glm::vec3(0.0f, 1.0f, 0.0f));
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mvp = projection * view * model;
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glEnable(GL_DEPTH_TEST);
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glUseProgram(world_program);
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glUniformMatrix4fv(mvp_id, 1, GL_FALSE, &mvp[0][0]);
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glBindTexture(GL_TEXTURE_2D, space_texture_id);
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glEnableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glVertexAttrib3f(2, 1, 1, 1);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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//glFlush();
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SDL_GL_SwapWindow(window);
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}
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else
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{
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SDL_SetRenderDrawColor(renderer, 0x0f, 0x4f, 0x8f, 0xff);
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SDL_RenderClear(renderer);
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roundedBoxColor(renderer, 300, 200, 500, 300, 10, 0x8f8fdfff);
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aacircleColor(renderer, 300, 200, 30, 0xffef3fff);
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int speed = 2;
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// if (up_active)
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// {
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// grass.move(0, -speed);
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// }
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// if (right_active)
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// {
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// grass.move(speed);
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// }
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// if (down_active)
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// {
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// grass.move(0, speed);
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// }
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// if (left_active)
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// {
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// grass.move(-speed, 0);
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// }
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// grass.update();
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// mushroom.update();
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SDL_RenderPresent(renderer);
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}
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frame_count++;
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if (ticks - frame_count_timestamp >= 1000)
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{
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frame_count_timestamp = ticks;
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if (is_gl_context and show_framerate)
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{
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set_framerate_indicator(frame_count, framerate_texture_id);
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}
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frame_count = 0;
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}
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}
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};
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Mushroom::Mushroom(Node *parent) : Sprite(parent, "resource/shrooms") {}
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std::cout << "mushroom constructor " << this << std::endl;
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}
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void Mushroom::update()
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{
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@ -480,6 +134,334 @@ void Mushroom::update()
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Sprite::update();
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}
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Demo::Demo()
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{
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Mix_Music *music = Mix_LoadMUS("resource/Field.mp3");
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Mix_PlayMusic(music, -1);
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load_gl_context();
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delegate.subscribe(&Demo::respond, this);
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// Input* l = new Input(this);
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// delete l;
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// input.print_branch();
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// mushroom.print_branch();
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// Input* i = new Input(this);
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// get_delegate().unsubscribe(i);
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// delete i;
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}
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void Demo::load_sdl_context()
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{
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Game::load_sdl_context();
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grass.load();
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mushroom.load();
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}
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void Demo::load_gl_context()
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{
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Game::load_gl_context();
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grass.unload();
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mushroom.unload();
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/*
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v0-v1-v2 (front)
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v2-v3-v0
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v0-v3-v4 (right)
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v4-v5-v0
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v0-v5-v6 (top)
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v6-v1-v0
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v1-v6-v7 (left)
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v7-v2-v1
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v7-v4-v3 (bottom)
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v3-v2-v7
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v4-v7-v6 (back)
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v6-v5-v4
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*/
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std::array<glm::vec3, 36> cube = {
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{
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{1, 1, 1}, {-1, 1, 1}, {-1,-1, 1},
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{-1,-1, 1}, {1,-1, 1}, {1, 1, 1},
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{1, 1, 1}, {1,-1, 1}, {1,-1,-1},
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{1,-1,-1}, {1, 1,-1}, {1, 1, 1},
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{1, 1, 1}, {1, 1,-1}, {-1, 1,-1},
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{-1, 1,-1}, {-1, 1, 1}, {1, 1, 1},
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{-1, 1, 1}, {-1, 1,-1}, {-1,-1,-1},
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{-1,-1,-1}, {-1,-1, 1}, {-1, 1, 1},
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{-1,-1,-1}, {1,-1,-1}, {1,-1, 1},
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{1,-1, 1}, {-1,-1, 1}, {-1,-1,-1},
|
||||
{1,-1,-1}, {-1,-1,-1}, {-1, 1,-1},
|
||||
{-1, 1,-1}, {1, 1,-1}, {1,-1,-1}
|
||||
}};
|
||||
std::array<glm::vec3, 6> background_vertices = {
|
||||
{
|
||||
{-1, 1, 0}, {1, 1, 0}, {-1, -1, 0},
|
||||
{1, 1, 0}, {1, -1, 0}, {-1, -1, 0}
|
||||
}};
|
||||
GLfloat background_colors[40][3] = {
|
||||
{.2, .6, .8}, {.2, .6, .8}, {1, 1, 0},
|
||||
{.2, .6, .8}, {1, 1, 0}, {1, 1, 0}
|
||||
};
|
||||
GLuint background_colors_buffer;
|
||||
glGenBuffers(1, &background_colors_buffer);
|
||||
std::array<glm::vec3, 6> framerate_indicator_vertices = {
|
||||
{
|
||||
{.9, 1, 0}, {1, 1, 0}, {.9, .9, 0},
|
||||
{1, 1, 0}, {1, .9, 0}, {.9, .9, 0}
|
||||
}};
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
std::vector<glm::vec3> vertices;
|
||||
vertices.reserve(cube.size() + background_vertices.size() + framerate_indicator_vertices.size());
|
||||
vertices.insert(vertices.begin(), cube.begin(), cube.end());
|
||||
vertices.insert(vertices.end(), background_vertices.begin(), background_vertices.end());
|
||||
vertices.insert(vertices.end(), framerate_indicator_vertices.begin(),
|
||||
framerate_indicator_vertices.end());
|
||||
projection = glm::perspective(glm::radians(45.0f),
|
||||
(float) sw / (float) sh, 0.1f, 100.0f);
|
||||
view = glm::lookAt(
|
||||
glm::vec3(4, 3, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
|
||||
SDL_Surface *surface = rotateSurface90Degrees(IMG_Load("resource/tile.png"), 2);
|
||||
printf("tile.png bytes per pixel %i\n", surface->format->BytesPerPixel);
|
||||
space_texture_id = get_gl_texture_from_surface(surface, GL_LINEAR);
|
||||
SDL_FreeSurface(surface);
|
||||
std::array<glm::vec2, 6> framerate_indicator_uv = {
|
||||
{
|
||||
{0, 1}, {1, 1}, {0, 0},
|
||||
{1, 1}, {1, 0}, {0, 0}
|
||||
}};
|
||||
std::array<glm::vec2, 36> cube_uv = {
|
||||
{
|
||||
{1, 1}, {0, 1}, {0, 0},
|
||||
{0, 0}, {1, 0}, {1, 1},
|
||||
{0, 1}, {0, 0}, {1, 0},
|
||||
{1, 0}, {1, 1}, {0, 1},
|
||||
{0, 1}, {0, 0}, {1, 0},
|
||||
{1, 0}, {1, 1}, {0, 1},
|
||||
{1, 1}, {0, 1}, {0, 0},
|
||||
{0, 0}, {1, 0}, {1, 1},
|
||||
{0, 0}, {1, 0}, {1, 1},
|
||||
{1, 1}, {0, 1}, {0, 0},
|
||||
{0, 0}, {1, 0}, {1, 1},
|
||||
{1, 1}, {0, 1}, {0, 0}
|
||||
}};
|
||||
std::vector<glm::vec2> uv;
|
||||
uv.reserve(cube_uv.size() + background_vertices.size() + framerate_indicator_uv.size());
|
||||
std::copy(cube_uv.begin(), cube_uv.end(), uv.begin());
|
||||
std::copy(framerate_indicator_uv.begin(), framerate_indicator_uv.end(),
|
||||
uv.begin() + cube_uv.size() + background_vertices.size());
|
||||
GLuint uvbuffer;
|
||||
glGenBuffers(1, &uvbuffer);
|
||||
unsigned char fake_texture_color[4] = {255, 255, 255, 255};
|
||||
glCreateTextures(GL_TEXTURE_2D, 1, &fake_texture_id);
|
||||
glBindTexture(GL_TEXTURE_2D, fake_texture_id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
fake_texture_color);
|
||||
GLuint vao;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat) * 3, &vertices.front(),
|
||||
GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, uv.capacity() * sizeof(GLfloat) * 2, &uv.front(), GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, background_colors_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat) * 3, 0, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER,
|
||||
(cube.size()) * sizeof(GLfloat) * 3,
|
||||
background_vertices.size() * sizeof(GLfloat) * 3, background_colors);
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(2);
|
||||
GLuint vertex_shader = load_shader("shaders/triangle.vert", GL_VERTEX_SHADER);
|
||||
GLuint fragment_shader = load_shader("shaders/triangle.frag", GL_FRAGMENT_SHADER);
|
||||
GLuint flat_shader = load_shader("shaders/flat.vert", GL_VERTEX_SHADER);
|
||||
world_program = glCreateProgram();
|
||||
glAttachShader(world_program, vertex_shader);
|
||||
glAttachShader(world_program, fragment_shader);
|
||||
glBindAttribLocation(world_program, 0, "in_Position");
|
||||
glBindAttribLocation(world_program, 1, "vertexUV");
|
||||
glBindAttribLocation(world_program, 2, "in_Color");
|
||||
glBindAttribLocation(world_program, 3, "pos");
|
||||
link_shader(world_program);
|
||||
flat_program = glCreateProgram();
|
||||
glAttachShader(flat_program, flat_shader);
|
||||
glAttachShader(flat_program, fragment_shader);
|
||||
glBindAttribLocation(flat_program, 0, "in_Position");
|
||||
glBindAttribLocation(flat_program, 1, "vertexUV");
|
||||
glBindAttribLocation(flat_program, 2, "in_Color");
|
||||
glBindAttribLocation(flat_program, 3, "pos");
|
||||
link_shader(flat_program);
|
||||
mvp_id = glGetUniformLocation(world_program, "MVP");
|
||||
GLuint sampler_uniform_id = glGetUniformLocation(world_program, "myTextureSampler");
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, space_texture_id);
|
||||
glUniform1i(sampler_uniform_id, 0);
|
||||
glDepthFunc(GL_LESS);
|
||||
frame_count_timestamp = SDL_GetTicks();
|
||||
framerate_texture_id = get_gl_texture_from_surface(
|
||||
get_framerate_indicator_surface(frame_count), GL_LINEAR);
|
||||
}
|
||||
|
||||
void Demo::respond(SDL_Event& event)
|
||||
{
|
||||
if (delegate.compare(event, "context"))
|
||||
{
|
||||
if (is_gl_context)
|
||||
{
|
||||
load_sdl_context();
|
||||
}
|
||||
else
|
||||
{
|
||||
load_gl_context();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Demo::update()
|
||||
{
|
||||
// while (SDL_PollEvent(&event))
|
||||
// {
|
||||
// if (event.type == SDL_KEYDOWN)
|
||||
// {
|
||||
// if (event.key.keysym.sym == SDLK_F11)
|
||||
// {
|
||||
// if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN)
|
||||
// {
|
||||
// SDL_SetWindowFullscreen(window, 0);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
|
||||
// }
|
||||
// }
|
||||
// else if (SDL_GetModState() & KMOD_CTRL)
|
||||
// {
|
||||
// if (event.key.keysym.sym == SDLK_f)
|
||||
// {
|
||||
// show_framerate = not show_framerate;
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_UP)
|
||||
// {
|
||||
// set_framerate(framerate + 1);
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_DOWN)
|
||||
// {
|
||||
// set_framerate(framerate - 1);
|
||||
// }
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_UP)
|
||||
// {
|
||||
// up_active = true;
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_RIGHT)
|
||||
// {
|
||||
// right_active = true;
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_DOWN)
|
||||
// {
|
||||
// down_active = true;
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_LEFT)
|
||||
// {
|
||||
// left_active = true;
|
||||
// }
|
||||
// }
|
||||
// else if (event.type == SDL_KEYUP)
|
||||
// {
|
||||
// if (event.key.keysym.sym == SDLK_UP)
|
||||
// {
|
||||
// up_active = false;
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_RIGHT)
|
||||
// {
|
||||
// right_active = false;
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_DOWN)
|
||||
// {
|
||||
// down_active = false;
|
||||
// }
|
||||
// else if (event.key.keysym.sym == SDLK_LEFT)
|
||||
// {
|
||||
// left_active = false;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
if (is_gl_context)
|
||||
{
|
||||
// glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
// glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), diamond, GL_STATIC_DRAW);
|
||||
glClearColor(.7, .7, .5, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glUseProgram(flat_program);
|
||||
glUniform1f(glGetUniformLocation(flat_program, "r"), mvp[0][0]);
|
||||
glBindTexture(GL_TEXTURE_2D, fake_texture_id);
|
||||
glDisableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glDrawArrays(GL_TRIANGLES, 36, 6);
|
||||
if (show_framerate)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, framerate_texture_id);
|
||||
glDisableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttrib3f(2, 1, 1, 1);
|
||||
glDrawArrays(GL_TRIANGLES, 42, 6);
|
||||
}
|
||||
// printf("%s\n", glm::to_string(model).c_str());
|
||||
model = glm::rotate(model, .0005f * frame_length, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
mvp = projection * view * model;
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glUseProgram(world_program);
|
||||
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, &mvp[0][0]);
|
||||
glBindTexture(GL_TEXTURE_2D, space_texture_id);
|
||||
glEnableVertexAttribArray(1);
|
||||
glDisableVertexAttribArray(2);
|
||||
glVertexAttrib3f(2, 1, 1, 1);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
//glFlush();
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, 0x0f, 0x4f, 0x8f, 0xff);
|
||||
SDL_RenderClear(renderer);
|
||||
roundedBoxColor(renderer, 300, 200, 500, 300, 10, 0x8f8fdfff);
|
||||
aacircleColor(renderer, 300, 200, 30, 0xffef3fff);
|
||||
int speed = 2;
|
||||
if (up_active)
|
||||
{
|
||||
grass.move(0, -speed);
|
||||
}
|
||||
if (right_active)
|
||||
{
|
||||
grass.move(speed);
|
||||
}
|
||||
if (down_active)
|
||||
{
|
||||
grass.move(0, speed);
|
||||
}
|
||||
if (left_active)
|
||||
{
|
||||
grass.move(-speed, 0);
|
||||
}
|
||||
grass.update();
|
||||
mushroom.update();
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
frame_count++;
|
||||
if (ticks - frame_count_timestamp >= 1000)
|
||||
{
|
||||
frame_count_timestamp = ticks;
|
||||
if (is_gl_context and show_framerate)
|
||||
{
|
||||
set_framerate_indicator(frame_count, framerate_texture_id);
|
||||
}
|
||||
frame_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
Demo demo = Demo();
|
||||
|
|
|
@ -30,8 +30,8 @@
|
|||
#include "glm/gtc/matrix_transform.hpp"
|
||||
|
||||
#include "filesystem.hpp"
|
||||
#include "Game.hpp"
|
||||
#include "Node.hpp"
|
||||
#include "Game.hpp"
|
||||
#include "Location.hpp"
|
||||
#include "Sprite.hpp"
|
||||
#include "Input.hpp"
|
||||
|
@ -42,8 +42,32 @@ struct Mushroom : Sprite
|
|||
|
||||
int direction = 1;
|
||||
|
||||
Mushroom (Node*);
|
||||
Mushroom(Node*);
|
||||
void update();
|
||||
std::string get_class_name() { return "Mushroom"; }
|
||||
|
||||
};
|
||||
|
||||
struct Demo : Game
|
||||
{
|
||||
|
||||
SDL_Texture *grass_texture;
|
||||
int frame_count = 0, frame_count_timestamp;
|
||||
bool right_active = false, down_active = false, left_active = false,
|
||||
up_active = false;
|
||||
SDL_Event event;
|
||||
GLuint vbo, space_texture_id, mvp_id, framerate_texture_id, flat_program,
|
||||
world_program, fake_texture_id;
|
||||
glm::mat4 projection, view, model = glm::mat4(1.0f), mvp;
|
||||
int abc, def, ghi, jkl, mno, pqr, stu, vwx, yz;
|
||||
Mushroom mushroom = Mushroom(this);
|
||||
Sprite grass = Sprite(this, "resource/Field.png");
|
||||
|
||||
Demo();
|
||||
void load_sdl_context();
|
||||
void load_gl_context();
|
||||
void respond(SDL_Event&);
|
||||
void update();
|
||||
std::string get_class_name() { return "Demo"; }
|
||||
|
||||
};
|
||||
|
|
|
@ -57,6 +57,7 @@ Game::Game()
|
|||
{
|
||||
print_sdl_error("Could not set up audio");
|
||||
}
|
||||
last_frame_timestamp = SDL_GetTicks();
|
||||
}
|
||||
|
||||
Game::~Game()
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "Node.hpp"
|
||||
#include "Game.hpp"
|
||||
#include "Display.hpp"
|
||||
#include "Delegate.hpp"
|
||||
|
||||
Node::Node() : Node(NULL) {}
|
||||
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
Recorder::Recorder(Node* parent) : Node(parent)
|
||||
{
|
||||
get_delegate().subscribe(&Recorder::respond, this);
|
||||
// in_game_stashes.push_back(Stash());
|
||||
|
||||
animation.play();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue