diff options
author | Andy Belle-Isle <drumsetmonkey@gmail.com> | 2019-09-24 02:29:41 -0400 |
---|---|---|
committer | Andy Belle-Isle <drumsetmonkey@gmail.com> | 2019-09-24 02:29:41 -0400 |
commit | be9d14233e9fc7b7c5e4fc3711125132e3cee151 (patch) | |
tree | 0b3fefe33ef1ab566df17bfd32217a039d2c2334 | |
parent | f6a0e340bc82cb5fb96f836686bd59aaffd5db97 (diff) |
Increased texture size for world, made world a little more detailed, and added bouncing ball
-rw-r--r-- | Assets/ball.png | bin | 0 -> 5146 bytes | |||
-rw-r--r-- | Assets/ball_normal.png | bin | 0 -> 5885 bytes | |||
-rw-r--r-- | Assets/world.png | bin | 236 -> 11118 bytes | |||
-rw-r--r-- | Assets/world_normal.png | bin | 1877 -> 10591 bytes | |||
-rw-r--r-- | Scripts/init.lua | 29 | ||||
-rw-r--r-- | Scripts/world.lua | 42 | ||||
-rw-r--r-- | Shaders/world.frag | 2 | ||||
-rw-r--r-- | Shaders/world.vert | 3 | ||||
-rw-r--r-- | src/render.cpp | 71 | ||||
-rw-r--r-- | src/world.cpp | 27 |
10 files changed, 118 insertions, 56 deletions
diff --git a/Assets/ball.png b/Assets/ball.png Binary files differnew file mode 100644 index 0000000..b8dca47 --- /dev/null +++ b/Assets/ball.png diff --git a/Assets/ball_normal.png b/Assets/ball_normal.png Binary files differnew file mode 100644 index 0000000..d238e30 --- /dev/null +++ b/Assets/ball_normal.png diff --git a/Assets/world.png b/Assets/world.png Binary files differindex c972c87..f6c78d9 100644 --- a/Assets/world.png +++ b/Assets/world.png diff --git a/Assets/world_normal.png b/Assets/world_normal.png Binary files differindex 1818895..c691e1e 100644 --- a/Assets/world_normal.png +++ b/Assets/world_normal.png diff --git a/Scripts/init.lua b/Scripts/init.lua index 8559f7c..cdd6ccb 100644 --- a/Scripts/init.lua +++ b/Scripts/init.lua @@ -55,20 +55,37 @@ player = { --end --self.visibleTick = self.visibleTick + 1 end, - PhysicsIdle = function(self) - if self.Velocity.x < 0 then - self.Render.flipx = true - elseif self.Velocity.x > 0 then - self.Render.flipx = false + visibleTick = 0 +} + +ball = { + Position = { + x = 20, + y = 100 + }, + Velocity = { + x = 0.0, + y = 0.0, + }, + Physics = 0, + Render = { + texture = "Assets/ball.png", + normal = "Assets/ball_normal.png", + visible = true, + }, + Idle = function(self) + if self.Physics.standing == true then + self.Velocity.y = self.Velocity.y + 15 + self.Velocity.x = math.random(-1, 1); end end, - visibleTick = 0 } -- Create the world dofile("Scripts/world.lua") playerSpawn = game.spawn(player); +game.spawn(ball); ------------------- -- SERIALIZING -- diff --git a/Scripts/world.lua b/Scripts/world.lua index 044559a..3b56d9a 100644 --- a/Scripts/world.lua +++ b/Scripts/world.lua @@ -13,51 +13,63 @@ world = { texture = { file = "Assets/world.png", offset = { x = 0, y = 0 }, - size = { x = 8, y = 8 } + size = { x = 64, y = 64 } }, normal = { file = "Assets/world_normal.png", offset = { x = 0, y = 0 }, - size = { x = 8, y = 8 } + size = { x = 64, y = 64 } } }); self:registerMaterial("dirt", { texture = { file = "Assets/world.png", - offset = { x = 8, y = 0 }, - size = { x = 8, y = 8 } + offset = { x = 64, y = 0 }, + size = { x = 64, y = 64 } }, normal = { file = "Assets/world_normal.png", - offset = { x = 8, y = 0 }, - size = { x = 8, y = 8 } + offset = { x = 64, y = 0 }, + size = { x = 64, y = 64 } } }); self:registerMaterial("stone", { texture = { file = "Assets/world.png", - offset = { x = 16, y = 0 }, - size = { x = 8, y = 8 } + offset = { x = 128, y = 0 }, + size = { x = 64, y = 64 } }, normal = { file = "Assets/world_normal.png", - offset = { x = 16, y = 0 }, - size = { x = 8, y = 8 } + offset = { x = 128, y = 0 }, + size = { x = 64, y = 64 } } }); self:registerMaterial("flower", { texture = { file = "Assets/world.png", - offset = { x = 24, y = 0 }, - size = { x = 8, y = 8 } + offset = { x = 192, y = 0 }, + size = { x = 64, y = 64 } }, normal = { file = "Assets/world_normal.png", - offset = { x = 24, y = 0 }, - size = { x = 8, y = 8 } + offset = { x = 192, y = 0 }, + size = { x = 64, y = 64 } }, passable = true }); + self:registerMaterial("trunk", { + texture = { + file = "Assets/world.png", + offset = { x = 256, y = 0 }, + size = { x = 64, y = 64 } + }, + normal = { + file = "Assets/world_normal.png", + offset = { x = 256, y = 0 }, + size = { x = 64, y = 64 } + } + }); end, Generate = function(self) @@ -83,6 +95,8 @@ world = { elseif Y == YGen + 1 then if math.random(0, 100) == 53 then self:setData(X, Y, Z, "flower"); + elseif math.random(0, 100) == 45 then + self:setData(X, Y, Z, "trunk"); end end --print(X..","..Y..","..Z); diff --git a/Shaders/world.frag b/Shaders/world.frag index 18945a8..79d87aa 100644 --- a/Shaders/world.frag +++ b/Shaders/world.frag @@ -9,6 +9,7 @@ precision mediump float; uniform sampler2D textu; uniform sampler2D normu; +in float fragTrans; in vec2 texCoord; in vec4 fragCoord; out vec4 FragColor; @@ -25,6 +26,7 @@ void main() vec3 Falloff = vec3(0.4, 0.1, 0.002); vec4 DiffuseColor = texture2D(textu, texCoord); + DiffuseColor *= fragTrans; if (DiffuseColor.a < 0.1f) discard; diff --git a/Shaders/world.vert b/Shaders/world.vert index aa183a2..28fd307 100644 --- a/Shaders/world.vert +++ b/Shaders/world.vert @@ -3,16 +3,19 @@ //layout(location = 0)in vec3 vertex; in vec3 vertex; in vec2 texc; +in float trans; uniform mat4 projection; uniform mat4 view; uniform mat4 model; +out float fragTrans; out vec2 texCoord; out vec4 fragCoord; void main() { + fragTrans = trans; texCoord = texc; fragCoord = vec4(vertex, 1.0f); gl_Position = projection * view * model * fragCoord; diff --git a/src/render.cpp b/src/render.cpp index c06b7b3..9e63a71 100644 --- a/src/render.cpp +++ b/src/render.cpp @@ -45,6 +45,7 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, static GLuint m = worldShader.getUniform("model"); static GLuint a = worldShader.getAttribute("vertex"); static GLuint t = worldShader.getAttribute("texc"); + static GLuint r = worldShader.getAttribute("trans"); static GLuint q = worldShader.getUniform("textu"); static GLuint n = worldShader.getUniform("normu"); @@ -52,6 +53,7 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, static GLuint f = worldShader.getUniform("Flipped"); static glm::vec3 rot = glm::vec3(0.0f, 0.0f, -1.0f); + camPos.z = 15.0f; /*********** * SETUP * @@ -76,15 +78,21 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, float scaleWidth = static_cast<float>(width) / scale; float scaleHeight = static_cast<float>(height) / scale; - glm::mat4 projection = glm::ortho(-(scaleWidth/2), // Left - (scaleWidth/2), // Right - -(scaleHeight/2), // Bottom - (scaleHeight/2), // Top - 100.0f, // zFar - -100.0f // zNear - ); + //glm::mat4 projection = glm::ortho(-(scaleWidth/2), // Left + // (scaleWidth/2), // Right + // -(scaleHeight/2), // Bottom + // (scaleHeight/2), // Top + // 100.0f, // zFar + // -100.0f // zNear + // ); + + glm::mat4 projection = glm::perspective(45.0f, + ((float)width/(float)height), + 0.01f, + 2048.0f); glm::mat4 model = glm::mat4(1.0f); + model = glm::scale(model, glm::vec3(1.0f, 1.0f, -1.0f)); glUseProgram(s); @@ -95,6 +103,7 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, glEnableVertexAttribArray(a); glEnableVertexAttribArray(t); + glEnableVertexAttribArray(r); // Ambient light, for now this is static GLfloat amb[4] = {1.0f, 1.0f, 1.0f, 0.0f}; @@ -143,9 +152,9 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, *************/ entities.each<Render, Position>( - [this](entityx::Entity, Render &r, Position &p) { + [this](entityx::Entity, Render &rend, Position &p) { - if (!r.visible) + if (!rend.visible) return; // If our component was created via script, call the entity's @@ -155,28 +164,28 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, //} float w = 0.5f; - float h = (float)r.texture.height/r.texture.width; + float h = (float)rend.texture.height/rend.texture.width; GLuint tri_vbo; GLfloat tri_data[] = { - (float)p.x-w, (float)p.y , 00.0f, 0.0f, 1.0f, - (float)p.x+w, (float)p.y , 00.0f, 1.0f, 1.0f, - (float)p.x-w, (float)p.y+h, 00.0f, 0.0f, 0.0f, - - (float)p.x+w, (float)p.y , 00.0f, 1.0f, 1.0f, - (float)p.x+w, (float)p.y+h, 00.0f, 1.0f, 0.0f, - (float)p.x-w, (float)p.y+h, 00.0f, 0.0f, 0.0f, + (float)p.x-w, (float)p.y , 0.0f, 0.0f, 1.0f, 1.0f, + (float)p.x+w, (float)p.y , 0.0f, 1.0f, 1.0f, 1.0f, + (float)p.x-w, (float)p.y+h, 0.0f, 0.0f, 0.0f, 1.0f, + + (float)p.x+w, (float)p.y , 0.0f, 1.0f, 1.0f, 1.0f, + (float)p.x+w, (float)p.y+h, 0.0f, 1.0f, 0.0f, 1.0f, + (float)p.x-w, (float)p.y+h, 0.0f, 0.0f, 0.0f, 1.0f, }; bool flipped = false; // TODO flip nicely (aka model transformations) - if (r.flipX) { - std::swap(tri_data[3], tri_data[8]); - tri_data[13] = tri_data[3]; + if (rend.flipX) { + std::swap(tri_data[3], tri_data[9]); + tri_data[15] = tri_data[3]; - std::swap(tri_data[23], tri_data[28]); - tri_data[18] = tri_data[23]; + std::swap(tri_data[27], tri_data[33]); + tri_data[21] = tri_data[27]; flipped = true; } @@ -184,11 +193,11 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, glUniform1i(f, flipped ? 1 : 0); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, r.texture.tex); + glBindTexture(GL_TEXTURE_2D, rend.texture.tex); glUniform1i(q, 0); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, r.normal.tex); + glBindTexture(GL_TEXTURE_2D, rend.normal.tex); glUniform1i(n, 1); glGenBuffers(1, &tri_vbo); @@ -196,9 +205,11 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, glBufferData(GL_ARRAY_BUFFER, sizeof(tri_data), tri_data, GL_STREAM_DRAW); glVertexAttribPointer(a, 3, GL_FLOAT, GL_FALSE, - 5*sizeof(float), 0); - glVertexAttribPointer(t, 2, GL_FLOAT, GL_FALSE, - 5*sizeof(float), (void*)(3*sizeof(float))); + 6*sizeof(float), 0); + glVertexAttribPointer(t, 2, GL_FLOAT, GL_FALSE, + 6*sizeof(float), (void*)(3*sizeof(float))); + glVertexAttribPointer(r, 1, GL_FLOAT, GL_FALSE, + 6*sizeof(float), (void*)(5*sizeof(float))); glDrawArrays(GL_TRIANGLES, 0, 6); }); glUniform1i(f, 0); @@ -218,6 +229,8 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities, 6*sizeof(float), 0); glVertexAttribPointer(t, 2, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)(3*sizeof(float))); + glVertexAttribPointer(r, 1, GL_FLOAT, GL_FALSE, + 6*sizeof(float), (void*)(5*sizeof(float))); glDrawArrays(GL_TRIANGLES, 0, worldVertex); } @@ -348,6 +361,7 @@ int RenderSystem::init(void) worldShader.addAttribute("vertex"); worldShader.addAttribute("texc"); + worldShader.addAttribute("trans"); worldShader.addUniform("textu"); worldShader.addUniform("normu"); @@ -372,10 +386,9 @@ int RenderSystem::init(void) glEnableVertexAttribArray(worldShader.getAttribute("vertex")); glEnableVertexAttribArray(uiShader.getAttribute("coord2d")); - // TODO //glPolygonOffset(1.0, 1.0); - glClearColor(0.6, 0.8, 1.0, 0.0); + //glClearColor(0.6, 0.8, 1.0, 0.0); camPos = glm::vec3(0.0f, 0.0f, 5.0f); diff --git a/src/world.cpp b/src/world.cpp index feff728..cd89a22 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -137,7 +137,7 @@ void World::generateMesh() // Preallocate size of vertexes mesh = std::basic_string<WorldMeshData>(); - for (float Z = 0; Z < data.size(); Z++) { + for (float Z = data.size() - 1; Z >= 0; Z--) { for (float X = 0; X < data.at(Z).size(); X++) { for (float Y = 0; Y < data.at(Z).at(X).size(); Y++) { int d = data.at(Z).at(X).at(Y); @@ -149,13 +149,26 @@ void World::generateMesh() glm::vec2& to = t.offset; glm::vec2& ts = t.size; - mesh += {X , Y , Z, to.x , to.y+ts.y, 1.0}; - mesh += {X+1, Y , Z, to.x+ts.x, to.y+ts.y, 1.0}; - mesh += {X , Y+1, Z, to.x , to.y , 1.0}; + float tr = 1.0f; + + // TODO play with this a bit so it only goes trans + // if player is behind the front layer + try { + if (Z < data.size() - 1 && Z >= 0) { + if (data.at(Z+1).at(X).at(Y) == -1) + tr = 1.0f; + } + } catch (...) { + tr = 1.0f; + } + + mesh += {X , Y , Z, to.x , to.y+ts.y, tr}; + mesh += {X+1, Y , Z, to.x+ts.x, to.y+ts.y, tr}; + mesh += {X , Y+1, Z, to.x , to.y , tr}; - mesh += {X+1, Y , Z, to.x+ts.x, to.y+ts.y, 1.0}; - mesh += {X+1, Y+1, Z, to.x+ts.x, to.y , 1.0}; - mesh += {X , Y+1, Z, to.x , to.y , 1.0}; + mesh += {X+1, Y , Z, to.x+ts.x, to.y+ts.y, tr}; + mesh += {X+1, Y+1, Z, to.x+ts.x, to.y , tr}; + mesh += {X , Y+1, Z, to.x , to.y , tr}; } } } |