diff options
-rw-r--r-- | .gitignore | 2 | ||||
-rw-r--r-- | CMakeLists.txt | 33 | ||||
-rw-r--r-- | maps/bigmap.txt | 25 | ||||
-rw-r--r-- | maps/testmap.txt | 16 | ||||
-rw-r--r-- | res/artifacts.bmp | bin | 0 -> 192056 bytes | |||
-rw-r--r-- | res/scanlines.bmp | bin | 0 -> 236 bytes | |||
-rw-r--r-- | res/tiles.bmp | bin | 0 -> 196664 bytes | |||
-rw-r--r-- | shaders/blit.fragment | 12 | ||||
-rw-r--r-- | shaders/blit.vertex | 13 | ||||
-rw-r--r-- | shaders/fill.fragment | 10 | ||||
-rw-r--r-- | shaders/fill.vertex | 8 | ||||
-rw-r--r-- | shaders/final.fragment | 56 | ||||
-rw-r--r-- | shaders/final.vertex | 14 | ||||
-rw-r--r-- | shaders/ntsc.fragment | 64 | ||||
-rw-r--r-- | shaders/ntsc.vertex | 11 | ||||
-rw-r--r-- | src/main.cpp | 149 | ||||
-rw-r--r-- | src/map.cpp | 241 | ||||
-rw-r--r-- | src/map.h | 42 | ||||
-rw-r--r-- | src/mob.h | 10 | ||||
-rw-r--r-- | src/renderer.cpp | 582 | ||||
-rw-r--r-- | src/renderer.h | 42 |
21 files changed, 1330 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..d76b74e --- /dev/null +++ b/.gitignore | |||
@@ -0,0 +1,2 @@ | |||
1 | build | ||
2 | .DS_Store | ||
diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..c0e0339 --- /dev/null +++ b/CMakeLists.txt | |||
@@ -0,0 +1,33 @@ | |||
1 | cmake_minimum_required(VERSION 2.6) | ||
2 | project(Aromatherapy) | ||
3 | |||
4 | # Use our modified FindSDL2* modules | ||
5 | set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${Aromatherapy_SOURCE_DIR}/cmake") | ||
6 | # Set an output directory for our binaries | ||
7 | set(BIN_DIR ${Aromatherapy_SOURCE_DIR}/bin) | ||
8 | |||
9 | # Bump up warning levels appropriately for clang, gcc & msvc | ||
10 | # Also set debug/optimization flags depending on the build type. IDE users choose this when | ||
11 | # selecting the build mode in their IDE | ||
12 | if (${CMAKE_CXX_COMPILER_ID} STREQUAL "GNU" OR ${CMAKE_CXX_COMPILER_ID} STREQUAL "Clang") | ||
13 | set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -pedantic -std=c++11") | ||
14 | set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} ${CMAKE_CXX_FLAGS_DEBUG} -g") | ||
15 | set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} ${CMAKE_CXX_FLAGS_RELEASE} -O2") | ||
16 | elseif (${CMAKE_CXX_COMPILER_ID} STREQUAL "MSVC") | ||
17 | if (CMAKE_CXX_FLAGS MATCHES "/W[0-4]") | ||
18 | string(REGEX REPLACE "/W[0-4]" "/W4" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") | ||
19 | else() | ||
20 | set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /W4") | ||
21 | endif() | ||
22 | endif() | ||
23 | |||
24 | # Look up SDL2 and add the include directory to our include path | ||
25 | find_package(OpenGL REQUIRED) | ||
26 | find_package(GLEW REQUIRED) | ||
27 | find_package(GLFW REQUIRED) | ||
28 | |||
29 | # include_directories(${SDL2_INCLUDE_DIR}) | ||
30 | set(CMAKE_BUILD_TYPE Debug) | ||
31 | add_executable(Aromatherapy src/main.cpp src/map.cpp src/renderer.cpp) | ||
32 | target_link_libraries(Aromatherapy ${OPENGL_LIBRARY} ${GLEW_LIBRARY} ${GLFW_LIBRARY}) | ||
33 | install(TARGETS Aromatherapy RUNTIME DESTINATION ${BIN_DIR}) | ||
diff --git a/maps/bigmap.txt b/maps/bigmap.txt new file mode 100644 index 0000000..ac5e9e2 --- /dev/null +++ b/maps/bigmap.txt | |||
@@ -0,0 +1,25 @@ | |||
1 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | ||
2 | XXXXXXXXXXXXXXXXXXXXXXXXX XX | ||
3 | XXXXXXXXXXXXXXXXXXXXXX X | ||
4 | XXXXXXXXXXXXXXXXX X | ||
5 | XXXXXXXXXXXXXX X | ||
6 | XXXXXXXXXXXXXX XXXX | ||
7 | XXXXXXXXXXXX XXXXXX | ||
8 | XXXXXXX XXXXXXX | ||
9 | XXX XXXXXXXXXXXX | ||
10 | XXXXXX | ||
11 | |||
12 | PPPP | ||
13 | |||
14 | PPPPPP | ||
15 | PPPP | ||
16 | |||
17 | |||
18 | PPPP | ||
19 | |||
20 | |||
21 | XXXXXXXXXXXXXXXXXXXX | ||
22 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | ||
23 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | ||
24 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | ||
25 | XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX \ No newline at end of file | ||
diff --git a/maps/testmap.txt b/maps/testmap.txt new file mode 100644 index 0000000..7fc55ab --- /dev/null +++ b/maps/testmap.txt | |||
@@ -0,0 +1,16 @@ | |||
1 | XXXXXXXXXXXXXXXX | ||
2 | XXXXXX XXXXXX | ||
3 | XX X | ||
4 | X X | ||
5 | X XXXX | ||
6 | PPPP | ||
7 | |||
8 | PPPP | ||
9 | |||
10 | PPPP | ||
11 | |||
12 | |||
13 | XXXXXXXX X | ||
14 | XXXP XX | ||
15 | XXXX XXX | ||
16 | XXXXXXXXXXXXXXXX | ||
diff --git a/res/artifacts.bmp b/res/artifacts.bmp new file mode 100644 index 0000000..b350c42 --- /dev/null +++ b/res/artifacts.bmp | |||
Binary files differ | |||
diff --git a/res/scanlines.bmp b/res/scanlines.bmp new file mode 100644 index 0000000..5a9c404 --- /dev/null +++ b/res/scanlines.bmp | |||
Binary files differ | |||
diff --git a/res/tiles.bmp b/res/tiles.bmp new file mode 100644 index 0000000..a873b2a --- /dev/null +++ b/res/tiles.bmp | |||
Binary files differ | |||
diff --git a/shaders/blit.fragment b/shaders/blit.fragment new file mode 100644 index 0000000..07a0279 --- /dev/null +++ b/shaders/blit.fragment | |||
@@ -0,0 +1,12 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | in vec2 UV; | ||
4 | |||
5 | out vec3 color; | ||
6 | |||
7 | uniform sampler2D srctex; | ||
8 | |||
9 | void main() | ||
10 | { | ||
11 | color = texture(srctex, UV).xyz; | ||
12 | } | ||
diff --git a/shaders/blit.vertex b/shaders/blit.vertex new file mode 100644 index 0000000..4a9aa6a --- /dev/null +++ b/shaders/blit.vertex | |||
@@ -0,0 +1,13 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | layout(location = 0) in vec2 vertexPosition; | ||
4 | layout(location = 1) in vec2 texcoordPosition; | ||
5 | |||
6 | out vec2 UV; | ||
7 | |||
8 | void main() | ||
9 | { | ||
10 | gl_Position = vec4(vertexPosition, 0.0f, 1.0f); | ||
11 | |||
12 | UV = texcoordPosition; | ||
13 | } | ||
diff --git a/shaders/fill.fragment b/shaders/fill.fragment new file mode 100644 index 0000000..ab7d9c9 --- /dev/null +++ b/shaders/fill.fragment | |||
@@ -0,0 +1,10 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | out vec3 color; | ||
4 | |||
5 | uniform vec3 vecColor; | ||
6 | |||
7 | void main() | ||
8 | { | ||
9 | color = vecColor; | ||
10 | } | ||
diff --git a/shaders/fill.vertex b/shaders/fill.vertex new file mode 100644 index 0000000..44445fe --- /dev/null +++ b/shaders/fill.vertex | |||
@@ -0,0 +1,8 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | layout(location = 0) in vec3 vertexPosition; | ||
4 | |||
5 | void main() | ||
6 | { | ||
7 | gl_Position = vec4(vertexPosition, 1); | ||
8 | } | ||
diff --git a/shaders/final.fragment b/shaders/final.fragment new file mode 100644 index 0000000..c900973 --- /dev/null +++ b/shaders/final.fragment | |||
@@ -0,0 +1,56 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | in vec2 UV; | ||
4 | in vec3 norm; | ||
5 | |||
6 | out vec3 color; | ||
7 | |||
8 | uniform sampler2D rendertex; | ||
9 | uniform sampler2D scanlinestex; | ||
10 | |||
11 | const vec2 UVScalar = vec2(1.0, 1.0); | ||
12 | const vec2 UVOffset = vec2(0.0, 0.0); | ||
13 | const vec2 CRTMask_Scale = vec2(85.0, 153.6); | ||
14 | const vec2 CRTMask_Offset = vec2(0.0, 0.0); | ||
15 | const float Tuning_Overscan = 1.0; | ||
16 | const float Tuning_Dimming = 0.5; | ||
17 | const float Tuning_Satur = 1.35; | ||
18 | const float Tuning_ReflScalar = 0.3; | ||
19 | const float Tuning_Barrel = 0.12; | ||
20 | const float Tuning_Scanline_Brightness = 0.25; | ||
21 | const float Tuning_Scanline_Opacity = 0.5; | ||
22 | const float Tuning_Diff_Brightness = 0.5; | ||
23 | const float Tuning_Spec_Brightness = 0.35; | ||
24 | const float Tuning_Spec_Power = 50.0; | ||
25 | const float Tuning_Fres_Brightness = 1.0; | ||
26 | const vec3 Tuning_LightPos = vec3(5.0, -10.0, 0.0); | ||
27 | |||
28 | vec4 sampleCRT(vec2 uv) | ||
29 | { | ||
30 | vec2 ScaledUV = uv; | ||
31 | ScaledUV *= UVScalar; | ||
32 | ScaledUV += UVOffset; | ||
33 | |||
34 | vec2 scanuv = ScaledUV * CRTMask_Scale; | ||
35 | vec3 scantex = texture(scanlinestex, scanuv).rgb; | ||
36 | scantex += Tuning_Scanline_Brightness; | ||
37 | scantex = mix(vec3(1,1,1), scantex, Tuning_Scanline_Opacity); | ||
38 | |||
39 | vec2 overscanuv = (ScaledUV * Tuning_Overscan) - ((Tuning_Overscan - 1.0f) * 0.5f); | ||
40 | overscanuv = overscanuv - vec2(0.5, 0.5); | ||
41 | float rsq = (overscanuv.x*overscanuv.x) + (overscanuv.y*overscanuv.y); | ||
42 | overscanuv = overscanuv + (overscanuv * (Tuning_Barrel * rsq)) + vec2(0.5,0.5); | ||
43 | |||
44 | vec3 comptex = texture(rendertex, overscanuv).rgb; | ||
45 | |||
46 | vec4 emissive = vec4(comptex * scantex, 1); | ||
47 | float desat = dot(vec4(0.299, 0.587, 0.114, 0.0), emissive); | ||
48 | emissive = mix(vec4(desat, desat, desat, 1), emissive, Tuning_Satur); | ||
49 | |||
50 | return emissive; | ||
51 | } | ||
52 | |||
53 | void main() | ||
54 | { | ||
55 | color = sampleCRT(UV).rgb; | ||
56 | } | ||
diff --git a/shaders/final.vertex b/shaders/final.vertex new file mode 100644 index 0000000..825eb49 --- /dev/null +++ b/shaders/final.vertex | |||
@@ -0,0 +1,14 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | layout(location = 0) in vec3 vertexPosition_modelspace; | ||
4 | layout(location = 1) in vec3 vertexNormal; | ||
5 | |||
6 | out vec2 UV; | ||
7 | out vec3 norm; | ||
8 | |||
9 | void main() | ||
10 | { | ||
11 | gl_Position = vec4(vertexPosition_modelspace,1); | ||
12 | UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; | ||
13 | norm = vertexNormal; | ||
14 | } | ||
diff --git a/shaders/ntsc.fragment b/shaders/ntsc.fragment new file mode 100644 index 0000000..12d6873 --- /dev/null +++ b/shaders/ntsc.fragment | |||
@@ -0,0 +1,64 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | in vec2 UV; | ||
4 | |||
5 | out vec3 color; | ||
6 | |||
7 | uniform sampler2D curFrameSampler; | ||
8 | uniform sampler2D NTSCArtifactSampler; | ||
9 | uniform sampler2D prevFrameSampler; | ||
10 | |||
11 | const float Tuning_Sharp = 0.8; | ||
12 | const vec4 Tuning_Persistence = vec4(0.7,0.7,0.7,0.7); | ||
13 | const float Tuning_Bleed = 0.5; | ||
14 | const float Tuning_NTSC = 0.35; | ||
15 | uniform float NTSCLerp; | ||
16 | |||
17 | const vec2 RcpScrWidth = vec2(1.0f / 320.f, 0.0f); | ||
18 | const vec2 RcpScrHeight = vec2(0.0f, 1.0f / 200.0f); | ||
19 | |||
20 | float Brightness(vec4 InVal) | ||
21 | { | ||
22 | return dot(InVal, vec4(0.299, 0.587, 0.114, 0.0)); | ||
23 | } | ||
24 | |||
25 | const float SharpWeight[3] = float[3](1.0, -0.3162277, 0.1); | ||
26 | |||
27 | void main() | ||
28 | { | ||
29 | vec4 NTSCArtifact1 = texture(NTSCArtifactSampler, UV); | ||
30 | vec4 NTSCArtifact2 = texture(NTSCArtifactSampler, UV + RcpScrHeight); | ||
31 | vec4 NTSCArtifact = mix(NTSCArtifact1, NTSCArtifact2, NTSCLerp); | ||
32 | |||
33 | vec2 LeftUV = UV - RcpScrWidth; | ||
34 | vec2 RightUV = UV + RcpScrWidth; | ||
35 | |||
36 | vec4 Cur_Left = texture(curFrameSampler, LeftUV); | ||
37 | vec4 Cur_Local = texture(curFrameSampler, UV); | ||
38 | vec4 Cur_Right = texture(curFrameSampler, RightUV); | ||
39 | |||
40 | vec4 Prev_Left = texture(prevFrameSampler, LeftUV); | ||
41 | vec4 Prev_Local = texture(prevFrameSampler, UV); | ||
42 | vec4 Prev_Right = texture(prevFrameSampler, RightUV); | ||
43 | |||
44 | Cur_Local = clamp(Cur_Local + (((Cur_Left - Cur_Local) + (Cur_Right - Cur_Local)) * Tuning_NTSC), vec4(0,0,0,0), vec4(1,1,1,1)); | ||
45 | |||
46 | float curBrt = Brightness(Cur_Local); | ||
47 | float offset = 0; | ||
48 | |||
49 | for (int i=0; i<3; ++i) | ||
50 | { | ||
51 | vec2 StepSize = (RcpScrWidth * float(i+1)); | ||
52 | vec4 neighborleft = texture(curFrameSampler, UV - StepSize); | ||
53 | vec4 neighborright = texture(curFrameSampler, UV + StepSize); | ||
54 | |||
55 | float NBrtL = Brightness(neighborleft); | ||
56 | float NBrtR = Brightness(neighborright); | ||
57 | offset += ((curBrt - NBrtL) + (curBrt - NBrtR)) * SharpWeight[i]; | ||
58 | } | ||
59 | |||
60 | Cur_Local = clamp(Cur_Local + (offset * Tuning_Sharp * mix(vec4(1,1,1,1), NTSCArtifact, Tuning_NTSC)), vec4(0,0,0,0), vec4(1,1,1,1)); | ||
61 | Cur_Local = clamp(max(Cur_Local, Tuning_Persistence * (1.0 / (1.0 + (2.0 * Tuning_Bleed))) * (Prev_Local + ((Prev_Left + Prev_Right) * Tuning_Bleed))), vec4(0,0,0,0), vec4(1,1,1,1)); | ||
62 | |||
63 | color = Cur_Local.xyz; | ||
64 | } | ||
diff --git a/shaders/ntsc.vertex b/shaders/ntsc.vertex new file mode 100644 index 0000000..81f8af3 --- /dev/null +++ b/shaders/ntsc.vertex | |||
@@ -0,0 +1,11 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | layout(location = 0) in vec3 vertexPosition_modelspace; | ||
4 | |||
5 | out vec2 UV; | ||
6 | |||
7 | void main() | ||
8 | { | ||
9 | gl_Position = vec4(vertexPosition_modelspace,1); | ||
10 | UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; | ||
11 | } | ||
diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 0000000..a2743d1 --- /dev/null +++ b/src/main.cpp | |||
@@ -0,0 +1,149 @@ | |||
1 | #include <ctime> | ||
2 | #include <list> | ||
3 | #include "map.h" | ||
4 | #include "renderer.h" | ||
5 | |||
6 | using namespace::std; | ||
7 | |||
8 | #if defined(__WIN32__) || defined(_WIN32) || defined(WIN32) || defined(__WINDOWS__) || defined(__TOS_WIN__) | ||
9 | |||
10 | #include <windows.h> | ||
11 | |||
12 | inline void delay( unsigned long ms ) | ||
13 | { | ||
14 | Sleep( ms ); | ||
15 | } | ||
16 | |||
17 | #else /* presume POSIX */ | ||
18 | |||
19 | #include <unistd.h> | ||
20 | |||
21 | inline void delay( unsigned long ms ) | ||
22 | { | ||
23 | usleep( ms * 1000 ); | ||
24 | } | ||
25 | |||
26 | #endif | ||
27 | |||
28 | const int FRAMES_PER_SECOND = 60; | ||
29 | bool holding_left = false; | ||
30 | bool holding_right = false; | ||
31 | bool quit = false; | ||
32 | mob_t* player; | ||
33 | |||
34 | // Initialize jump physics | ||
35 | double jump_height = TILE_HEIGHT*3; | ||
36 | double jump_length = 0.25 * FRAMES_PER_SECOND; | ||
37 | double jump_velocity = -2 * jump_height / jump_length; | ||
38 | double jump_gravity = -1 * jump_velocity / jump_length; | ||
39 | |||
40 | void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) | ||
41 | { | ||
42 | if (action == GLFW_PRESS) | ||
43 | { | ||
44 | switch (key) | ||
45 | { | ||
46 | case GLFW_KEY_LEFT: holding_left = true; break; | ||
47 | case GLFW_KEY_RIGHT: holding_right = true; break; | ||
48 | case GLFW_KEY_UP: player->y_vel = jump_velocity; break; | ||
49 | case GLFW_KEY_ESCAPE: quit = true; break; | ||
50 | } | ||
51 | } else if (action == GLFW_RELEASE) | ||
52 | { | ||
53 | switch (key) | ||
54 | { | ||
55 | case GLFW_KEY_LEFT: holding_left = false; break; | ||
56 | case GLFW_KEY_RIGHT: holding_right = false; break; | ||
57 | } | ||
58 | } | ||
59 | } | ||
60 | |||
61 | int main() | ||
62 | { | ||
63 | GLFWwindow* window = initRenderer(); | ||
64 | glfwSwapInterval(1); | ||
65 | glfwSetKeyCallback(window, key_callback); | ||
66 | |||
67 | Texture* buffer = createTexture(GAME_WIDTH, GAME_HEIGHT); | ||
68 | |||
69 | // Initialize player data | ||
70 | player = new mob_t(); | ||
71 | player->x = 100; | ||
72 | player->y = 100; | ||
73 | player->x_vel = 0; | ||
74 | player->y_vel = 0; | ||
75 | player->x_accel = 0; | ||
76 | player->y_accel = jump_gravity; | ||
77 | player->w = 10; | ||
78 | player->h = 14; | ||
79 | |||
80 | Map* map = new Map(); | ||
81 | |||
82 | Texture* tiles = loadTextureFromBMP("../res/tiles.bmp"); | ||
83 | |||
84 | double lastTime = glfwGetTime(); | ||
85 | int nbFrames = 0; | ||
86 | |||
87 | while (!quit) | ||
88 | { | ||
89 | double currentTime = glfwGetTime(); | ||
90 | nbFrames++; | ||
91 | if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1 sec ago | ||
92 | // printf and reset timer | ||
93 | printf("%f ms/frame\n", 1000.0/double(nbFrames)); | ||
94 | nbFrames = 0; | ||
95 | lastTime += 1.0; | ||
96 | } | ||
97 | |||
98 | if (holding_left && player->x_vel >= 0) | ||
99 | { | ||
100 | player->x_vel = -2; | ||
101 | } else if (holding_right && player->x_vel <= 0) | ||
102 | { | ||
103 | player->x_vel = 2; | ||
104 | } else if (!holding_left && !holding_right) { | ||
105 | player->x_vel = 0; | ||
106 | } | ||
107 | |||
108 | player->x_vel += player->x_accel; | ||
109 | if (player->x_vel < -16) player->x_vel = -16; | ||
110 | if (player->x_vel > 16) player->x_vel = 16; | ||
111 | int playerx_next = player->x + player->x_vel; | ||
112 | |||
113 | player->y_vel += player->y_accel; | ||
114 | if (player->y_vel > 16) player->y_vel = 16; // Terminal velocity | ||
115 | if (player->y_vel < -16) player->y_vel = -16; | ||
116 | int playery_next = player->y + player->y_vel; | ||
117 | |||
118 | map->check_collisions(player, playerx_next, playery_next); | ||
119 | |||
120 | // Do rendering | ||
121 | map->render(buffer); | ||
122 | |||
123 | //Rectangle src_rect(96, 0, 8, 8); | ||
124 | Rectangle dst_rect(player->x, player->y, player->w, player->h); | ||
125 | |||
126 | //blitTexture(tiles, buffer, &src_rect, &dst_rect); | ||
127 | fillTexture(buffer, &dst_rect, 85, 85, 255); | ||
128 | //fillTexture(buffer, NULL, 85, 85, 0); | ||
129 | |||
130 | renderScreen(buffer); | ||
131 | |||
132 | //fuckThePolice(buffer); | ||
133 | |||
134 | glfwPollEvents(); | ||
135 | |||
136 | // Regulate frame rate | ||
137 | /*if ((clock() - frame_start) < CLOCKS_PER_SEC / FRAMES_PER_SECOND) | ||
138 | { | ||
139 | //delay(((CLOCKS_PER_SEC / FRAMES_PER_SECOND) - clock() + frame_start) * CLOCKS_PER_SEC / 1000); | ||
140 | }*/ | ||
141 | } | ||
142 | |||
143 | delete map; | ||
144 | delete player; | ||
145 | |||
146 | destroyRenderer(); | ||
147 | |||
148 | return 0; | ||
149 | } | ||
diff --git a/src/map.cpp b/src/map.cpp new file mode 100644 index 0000000..10cd313 --- /dev/null +++ b/src/map.cpp | |||
@@ -0,0 +1,241 @@ | |||
1 | #include "map.h" | ||
2 | |||
3 | struct platform_t { | ||
4 | int x; | ||
5 | int y; | ||
6 | int w; | ||
7 | int h; | ||
8 | bool enter_from_left; | ||
9 | bool enter_from_right; | ||
10 | bool enter_from_top; | ||
11 | bool enter_from_bottom; | ||
12 | int r; | ||
13 | int g; | ||
14 | int b; | ||
15 | int a; | ||
16 | }; | ||
17 | |||
18 | Map::Map() | ||
19 | { | ||
20 | add_collision(-6, 0, GAME_WIDTH, left, 1); | ||
21 | add_collision(GAME_WIDTH+6, 0, GAME_WIDTH, right, 1); | ||
22 | |||
23 | FILE* f = fopen("../maps/bigmap.txt", "r"); | ||
24 | char* mapbuf = (char*) malloc(MAP_WIDTH*MAP_HEIGHT*sizeof(char)); | ||
25 | |||
26 | for (int i=0; i<MAP_HEIGHT; i++) | ||
27 | { | ||
28 | fread(mapbuf + i*MAP_WIDTH, sizeof(char), MAP_WIDTH, f); | ||
29 | fgetc(f); | ||
30 | } | ||
31 | |||
32 | fclose(f); | ||
33 | |||
34 | //Texture* tiles = loadTextureFromBMP("../res/tiles.bmp"); | ||
35 | bg = createTexture(GAME_WIDTH, GAME_HEIGHT); | ||
36 | fillTexture(bg, NULL, 0, 0, 0); | ||
37 | |||
38 | for (int i=0; i<MAP_WIDTH*MAP_HEIGHT; i++) | ||
39 | { | ||
40 | int x = i % MAP_WIDTH; | ||
41 | int y = i / MAP_WIDTH; | ||
42 | Rectangle dst(x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT); | ||
43 | //Rectangle src; | ||
44 | |||
45 | switch (mapbuf[i]) | ||
46 | { | ||
47 | case ' ': break; | ||
48 | case 'X': fillTexture(bg, &dst, 255, 85, 85); break; | ||
49 | case 'P': fillTexture(bg, &dst, 85, 255, 255); break; | ||
50 | } | ||
51 | |||
52 | //blitTexture(tiles, bg, &src, &dst); | ||
53 | |||
54 | if (mapbuf[i] == 'X') | ||
55 | { | ||
56 | if ((x != 0) && (mapbuf[i-1] != 'X')) | ||
57 | { | ||
58 | add_collision(x*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, right, 0); | ||
59 | } | ||
60 | |||
61 | if ((x != 15) && (mapbuf[i+1] != 'X')) | ||
62 | { | ||
63 | add_collision((x+1)*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, left, 0); | ||
64 | } | ||
65 | |||
66 | if ((y != 0) && (mapbuf[i-MAP_WIDTH] != 'X')) | ||
67 | { | ||
68 | add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0); | ||
69 | } | ||
70 | |||
71 | if ((y != 15) && (mapbuf[i+MAP_WIDTH] != 'X')) | ||
72 | { | ||
73 | add_collision((y+1)*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, up, 0); | ||
74 | } | ||
75 | } else if (mapbuf[i] == 'P') | ||
76 | { | ||
77 | add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0); | ||
78 | } | ||
79 | } | ||
80 | |||
81 | //destroyTexture(tiles); | ||
82 | } | ||
83 | |||
84 | Map::~Map() | ||
85 | { | ||
86 | destroyTexture(bg); | ||
87 | } | ||
88 | |||
89 | void Map::add_collision(int axis, int lower, int upper, direction_t dir, int type) | ||
90 | { | ||
91 | //printf("added collision\n"); | ||
92 | list<collision_t>::iterator it; | ||
93 | |||
94 | switch (dir) | ||
95 | { | ||
96 | case up: | ||
97 | it = up_collisions.begin(); | ||
98 | for (; it!=up_collisions.end(); it++) | ||
99 | { | ||
100 | if (it->axis < axis) break; | ||
101 | } | ||
102 | |||
103 | up_collisions.insert(it, {axis, lower, upper, type}); | ||
104 | |||
105 | break; | ||
106 | case down: | ||
107 | it = down_collisions.begin(); | ||
108 | for (; it!=down_collisions.end(); it++) | ||
109 | { | ||
110 | if (it->axis > axis) break; | ||
111 | } | ||
112 | |||
113 | down_collisions.insert(it, {axis, lower, upper, type}); | ||
114 | |||
115 | break; | ||
116 | case left: | ||
117 | it = left_collisions.begin(); | ||
118 | for (; it!=left_collisions.end(); it++) | ||
119 | { | ||
120 | if (it->axis < axis) break; | ||
121 | } | ||
122 | |||
123 | left_collisions.insert(it, {axis, lower, upper, type}); | ||
124 | |||
125 | break; | ||
126 | case right: | ||
127 | it = right_collisions.begin(); | ||
128 | for (; it!=right_collisions.end(); it++) | ||
129 | { | ||
130 | if (it->axis > axis) break; | ||
131 | } | ||
132 | |||
133 | right_collisions.insert(it, {axis, lower, upper, type}); | ||
134 | |||
135 | break; | ||
136 | } | ||
137 | } | ||
138 | |||
139 | void Map::check_collisions(mob_t* mob, int x_next, int y_next) | ||
140 | { | ||
141 | if (x_next < mob->x) | ||
142 | { | ||
143 | for (list<collision_t>::iterator it=left_collisions.begin(); it!=left_collisions.end(); it++) | ||
144 | { | ||
145 | if (it->axis > mob->x) continue; | ||
146 | if (it->axis < x_next) break; | ||
147 | |||
148 | if ((mob->y+mob->h > it->lower) && (mob->y < it->upper)) | ||
149 | { | ||
150 | // We have a collision! | ||
151 | if (it->type == 0) | ||
152 | { | ||
153 | x_next = it->axis; | ||
154 | mob->x_vel = 0; | ||
155 | } else if (it->type == 1) | ||
156 | { | ||
157 | x_next = GAME_WIDTH-mob->w/2; | ||
158 | } | ||
159 | |||
160 | break; | ||
161 | } | ||
162 | } | ||
163 | } else if (x_next > mob->x) | ||
164 | { | ||
165 | for (list<collision_t>::iterator it=right_collisions.begin(); it!=right_collisions.end(); it++) | ||
166 | { | ||
167 | if (it->axis < mob->x+mob->w) continue; | ||
168 | if (it->axis > x_next+mob->w) break; | ||
169 | |||
170 | if ((mob->y+mob->h > it->lower) && (mob->y < it->upper)) | ||
171 | { | ||
172 | // We have a collision! | ||
173 | if (it->type == 0) | ||
174 | { | ||
175 | x_next = it->axis - mob->w; | ||
176 | mob->x_vel = 0; | ||
177 | } else if (it->type == 1) | ||
178 | { | ||
179 | x_next = -mob->w/2; | ||
180 | } | ||
181 | |||
182 | break; | ||
183 | } | ||
184 | } | ||
185 | } | ||
186 | |||
187 | mob->x = x_next; | ||
188 | |||
189 | if (y_next < mob->y) | ||
190 | { | ||
191 | for (list<collision_t>::iterator it=up_collisions.begin(); it!=up_collisions.end(); it++) | ||
192 | { | ||
193 | if (it->axis > mob->y) continue; | ||
194 | if (it->axis < y_next) break; | ||
195 | |||
196 | if ((mob->x+mob->w > it->lower) && (mob->x < it->upper)) | ||
197 | { | ||
198 | // We have a collision! | ||
199 | if (it->type == 0) | ||
200 | { | ||
201 | y_next = it->axis; | ||
202 | mob->y_vel = 0; | ||
203 | } else if (it->type == 1) | ||
204 | { | ||
205 | y_next = GAME_HEIGHT-mob->h/2-1; | ||
206 | } | ||
207 | |||
208 | break; | ||
209 | } | ||
210 | } | ||
211 | } else if (y_next > mob->y) | ||
212 | { | ||
213 | for (list<collision_t>::iterator it=down_collisions.begin(); it!=down_collisions.end(); it++) | ||
214 | { | ||
215 | if (it->axis < mob->y+mob->h) continue; | ||
216 | if (it->axis > y_next+mob->h) break; | ||
217 | |||
218 | if ((mob->x+mob->w > it->lower) && (mob->x < it->upper)) | ||
219 | { | ||
220 | // We have a collision! | ||
221 | if (it->type == 0) | ||
222 | { | ||
223 | y_next = it->axis - mob->h; | ||
224 | mob->y_vel = 0; | ||
225 | } else if (it->type == 1) | ||
226 | { | ||
227 | y_next = 1 - mob->h/2; | ||
228 | } | ||
229 | |||
230 | break; | ||
231 | } | ||
232 | } | ||
233 | } | ||
234 | |||
235 | mob->y = y_next; | ||
236 | } | ||
237 | |||
238 | void Map::render(Texture* buffer) | ||
239 | { | ||
240 | blitTexture(bg, buffer, NULL, NULL); | ||
241 | } | ||
diff --git a/src/map.h b/src/map.h new file mode 100644 index 0000000..7986e0d --- /dev/null +++ b/src/map.h | |||
@@ -0,0 +1,42 @@ | |||
1 | #include <list> | ||
2 | #include <vector> | ||
3 | #include "mob.h" | ||
4 | #include "renderer.h" | ||
5 | |||
6 | using namespace::std; | ||
7 | |||
8 | const int TILE_WIDTH = 8; | ||
9 | const int TILE_HEIGHT = 8; | ||
10 | const int GAME_WIDTH = 320; | ||
11 | const int GAME_HEIGHT = 200; | ||
12 | const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH; | ||
13 | const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT; | ||
14 | |||
15 | enum direction_t { | ||
16 | up, left, down, right | ||
17 | }; | ||
18 | |||
19 | typedef struct { | ||
20 | int axis; | ||
21 | int lower; | ||
22 | int upper; | ||
23 | int type; | ||
24 | } collision_t; | ||
25 | |||
26 | class Map { | ||
27 | public: | ||
28 | Map(); | ||
29 | ~Map(); | ||
30 | void render(Texture* buffer); | ||
31 | void check_collisions(mob_t* mob, int x_next, int y_next); | ||
32 | |||
33 | private: | ||
34 | void add_collision(int axis, int lower, int upper, direction_t dir, int type); | ||
35 | |||
36 | list<collision_t> left_collisions; | ||
37 | list<collision_t> right_collisions; | ||
38 | list<collision_t> up_collisions; | ||
39 | list<collision_t> down_collisions; | ||
40 | |||
41 | Texture* bg; | ||
42 | }; \ No newline at end of file | ||
diff --git a/src/mob.h b/src/mob.h new file mode 100644 index 0000000..7a4b707 --- /dev/null +++ b/src/mob.h | |||
@@ -0,0 +1,10 @@ | |||
1 | typedef struct { | ||
2 | int x; | ||
3 | int y; | ||
4 | double x_vel; | ||
5 | double y_vel; | ||
6 | double x_accel; | ||
7 | double y_accel; | ||
8 | int w; | ||
9 | int h; | ||
10 | } mob_t; | ||
diff --git a/src/renderer.cpp b/src/renderer.cpp new file mode 100644 index 0000000..e74c6a4 --- /dev/null +++ b/src/renderer.cpp | |||
@@ -0,0 +1,582 @@ | |||
1 | #include "renderer.h" | ||
2 | #include <string> | ||
3 | #include <fstream> | ||
4 | #include <vector> | ||
5 | #include <cstdio> | ||
6 | #include "map.h" | ||
7 | |||
8 | static bool rendererInitialized = false; | ||
9 | |||
10 | static GLFWwindow* window; | ||
11 | |||
12 | static GLuint FramebufferName; // The framebuffer | ||
13 | static GLuint ntscShader; // The NTSC shader | ||
14 | static GLuint finalShader; // The passthrough shader | ||
15 | static GLuint blitShader; // The blitting shader | ||
16 | static GLuint fillShader; // The fill shader | ||
17 | |||
18 | // The buffers for the NTSC rendering process | ||
19 | static GLuint renderedTex1; | ||
20 | static GLuint renderedTex2; | ||
21 | static GLuint renderedTexBufs[2]; | ||
22 | static int curBuf; | ||
23 | static GLuint artifactsTex; | ||
24 | static GLuint scanlinesTex; | ||
25 | |||
26 | GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) | ||
27 | { | ||
28 | // Create the shaders | ||
29 | GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); | ||
30 | GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); | ||
31 | |||
32 | // Read the Vertex Shader code from the file | ||
33 | std::string VertexShaderCode; | ||
34 | std::ifstream VertexShaderStream(vertex_file_path, std::ios::in); | ||
35 | if(VertexShaderStream.is_open()) | ||
36 | { | ||
37 | std::string Line = ""; | ||
38 | while(getline(VertexShaderStream, Line)) | ||
39 | VertexShaderCode += "\n" + Line; | ||
40 | VertexShaderStream.close(); | ||
41 | } | ||
42 | |||
43 | // Read the Fragment Shader code from the file | ||
44 | std::string FragmentShaderCode; | ||
45 | std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in); | ||
46 | if(FragmentShaderStream.is_open()){ | ||
47 | std::string Line = ""; | ||
48 | while(getline(FragmentShaderStream, Line)) | ||
49 | FragmentShaderCode += "\n" + Line; | ||
50 | FragmentShaderStream.close(); | ||
51 | } | ||
52 | |||
53 | GLint Result = GL_FALSE; | ||
54 | int InfoLogLength; | ||
55 | |||
56 | // Compile Vertex Shader | ||
57 | printf("Compiling shader : %s\n", vertex_file_path); | ||
58 | char const * VertexSourcePointer = VertexShaderCode.c_str(); | ||
59 | glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); | ||
60 | glCompileShader(VertexShaderID); | ||
61 | |||
62 | // Check Vertex Shader | ||
63 | glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); | ||
64 | glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
65 | std::vector<char> VertexShaderErrorMessage(InfoLogLength); | ||
66 | glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); | ||
67 | fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]); | ||
68 | |||
69 | // Compile Fragment Shader | ||
70 | printf("Compiling shader : %s\n", fragment_file_path); | ||
71 | char const * FragmentSourcePointer = FragmentShaderCode.c_str(); | ||
72 | glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); | ||
73 | glCompileShader(FragmentShaderID); | ||
74 | |||
75 | // Check Fragment Shader | ||
76 | glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); | ||
77 | glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
78 | std::vector<char> FragmentShaderErrorMessage(InfoLogLength); | ||
79 | glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); | ||
80 | fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]); | ||
81 | |||
82 | // Link the program | ||
83 | fprintf(stdout, "Linking program\n"); | ||
84 | GLuint ProgramID = glCreateProgram(); | ||
85 | glAttachShader(ProgramID, VertexShaderID); | ||
86 | glAttachShader(ProgramID, FragmentShaderID); | ||
87 | glLinkProgram(ProgramID); | ||
88 | |||
89 | // Check the program | ||
90 | glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); | ||
91 | glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); | ||
92 | std::vector<char> ProgramErrorMessage( glm::max(InfoLogLength, int(1)) ); | ||
93 | glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); | ||
94 | fprintf(stdout, "%s\n", &ProgramErrorMessage[0]); | ||
95 | |||
96 | glDeleteShader(VertexShaderID); | ||
97 | glDeleteShader(FragmentShaderID); | ||
98 | |||
99 | return ProgramID; | ||
100 | } | ||
101 | |||
102 | GLuint loadBMP_custom(const char * imagepath){ | ||
103 | |||
104 | printf("Reading image %s\n", imagepath); | ||
105 | |||
106 | // Data read from the header of the BMP file | ||
107 | unsigned char header[54]; | ||
108 | unsigned int dataPos; | ||
109 | unsigned int imageSize; | ||
110 | unsigned int width, height; | ||
111 | // Actual RGB data | ||
112 | unsigned char * data; | ||
113 | |||
114 | // Open the file | ||
115 | FILE * file = fopen(imagepath,"rb"); | ||
116 | if (!file) {printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar(); return 0;} | ||
117 | |||
118 | // Read the header, i.e. the 54 first bytes | ||
119 | |||
120 | // If less than 54 bytes are read, problem | ||
121 | if ( fread(header, 1, 54, file)!=54 ){ | ||
122 | printf("Not a correct BMP file\n"); | ||
123 | return 0; | ||
124 | } | ||
125 | // A BMP files always begins with "BM" | ||
126 | if ( header[0]!='B' || header[1]!='M' ){ | ||
127 | printf("Not a correct BMP file\n"); | ||
128 | return 0; | ||
129 | } | ||
130 | // Make sure this is a 24bpp file | ||
131 | if ( *(int*)&(header[0x1E])!=0 ) {printf("Not a correct BMP file\n"); return 0;} | ||
132 | if ( *(int*)&(header[0x1C])!=24 ) {printf("Not a correct BMP file\n"); return 0;} | ||
133 | |||
134 | // Read the information about the image | ||
135 | dataPos = *(int*)&(header[0x0A]); | ||
136 | imageSize = *(int*)&(header[0x22]); | ||
137 | width = *(int*)&(header[0x12]); | ||
138 | height = *(int*)&(header[0x16]); | ||
139 | |||
140 | // Some BMP files are misformatted, guess missing information | ||
141 | if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component | ||
142 | if (dataPos==0) dataPos=54; // The BMP header is done that way | ||
143 | |||
144 | // Create a buffer | ||
145 | data = new unsigned char [imageSize]; | ||
146 | |||
147 | // Read the actual data from the file into the buffer | ||
148 | fread(data,1,imageSize,file); | ||
149 | |||
150 | // Everything is in memory now, the file wan be closed | ||
151 | fclose (file); | ||
152 | |||
153 | // Create one OpenGL texture | ||
154 | GLuint textureID; | ||
155 | glGenTextures(1, &textureID); | ||
156 | |||
157 | // "Bind" the newly created texture : all future texture functions will modify this texture | ||
158 | glBindTexture(GL_TEXTURE_2D, textureID); | ||
159 | |||
160 | // Give the image to OpenGL | ||
161 | glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data); | ||
162 | |||
163 | // OpenGL has now copied the data. Free our own version | ||
164 | delete [] data; | ||
165 | |||
166 | // Poor filtering, or ... | ||
167 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
168 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
169 | |||
170 | // ... nice trilinear filtering. | ||
171 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | ||
172 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | ||
173 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
174 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | ||
175 | glGenerateMipmap(GL_TEXTURE_2D); | ||
176 | |||
177 | // Return the ID of the texture we just created | ||
178 | return textureID; | ||
179 | } | ||
180 | |||
181 | GLFWwindow* initRenderer() | ||
182 | { | ||
183 | if (rendererInitialized) | ||
184 | { | ||
185 | fprintf(stderr, "Renderer already initialized\n"); | ||
186 | exit(-1); | ||
187 | } | ||
188 | |||
189 | // Initialize GLFW | ||
190 | if (!glfwInit()) | ||
191 | { | ||
192 | fprintf(stderr, "Failed to initialize GLFW\n"); | ||
193 | exit(-1); | ||
194 | } | ||
195 | |||
196 | glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing | ||
197 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want version 3.3 | ||
198 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||
199 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Mac requires this | ||
200 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||
201 | |||
202 | // Create a window | ||
203 | window = glfwCreateWindow(1024, 768, "Aromatherapy", NULL, NULL); | ||
204 | if (window == NULL) | ||
205 | { | ||
206 | fprintf(stderr, "Failed to open GLFW window\n"); | ||
207 | glfwTerminate(); | ||
208 | exit(-1); | ||
209 | } | ||
210 | |||
211 | glfwMakeContextCurrent(window); | ||
212 | glewExperimental = true; // Needed in core profile | ||
213 | if (glewInit() != GLEW_OK) | ||
214 | { | ||
215 | fprintf(stderr, "Failed to initialize GLEW\n"); | ||
216 | exit(-1); | ||
217 | } | ||
218 | |||
219 | // Set up vertex array object | ||
220 | GLuint VertexArrayID; | ||
221 | glGenVertexArrays(1, &VertexArrayID); | ||
222 | glBindVertexArray(VertexArrayID); | ||
223 | |||
224 | // Set up the framebuffer | ||
225 | glGenFramebuffers(1, &FramebufferName); | ||
226 | glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | ||
227 | GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; | ||
228 | glDrawBuffers(1, DrawBuffers); | ||
229 | |||
230 | // Set up the NTSC rendering buffers | ||
231 | glGenTextures(1, &renderedTex1); | ||
232 | glBindTexture(GL_TEXTURE_2D, renderedTex1); | ||
233 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
234 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
235 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
236 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
237 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
238 | renderedTexBufs[0] = renderedTex1; | ||
239 | |||
240 | glGenTextures(1, &renderedTex2); | ||
241 | glBindTexture(GL_TEXTURE_2D, renderedTex2); | ||
242 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
243 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
244 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
245 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
246 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
247 | renderedTexBufs[1] = renderedTex2; | ||
248 | |||
249 | curBuf = 0; | ||
250 | |||
251 | artifactsTex = loadBMP_custom("../res/artifacts.bmp"); | ||
252 | scanlinesTex = loadBMP_custom("../res/scanlines.bmp"); | ||
253 | |||
254 | // Load the shaders | ||
255 | ntscShader = LoadShaders("../shaders/ntsc.vertex", "../shaders/ntsc.fragment"); | ||
256 | finalShader = LoadShaders("../shaders/final.vertex", "../shaders/final.fragment"); | ||
257 | blitShader = LoadShaders("../shaders/blit.vertex", "../shaders/blit.fragment"); | ||
258 | fillShader = LoadShaders("../shaders/fill.vertex", "../shaders/fill.fragment"); | ||
259 | |||
260 | rendererInitialized = true; | ||
261 | |||
262 | return window; | ||
263 | } | ||
264 | |||
265 | void destroyRenderer() | ||
266 | { | ||
267 | if (!rendererInitialized) | ||
268 | { | ||
269 | fprintf(stderr, "Renderer not initialized\n"); | ||
270 | exit(-1); | ||
271 | } | ||
272 | |||
273 | // Delete the shaders | ||
274 | glDeleteProgram(ntscShader); | ||
275 | glDeleteProgram(finalShader); | ||
276 | glDeleteProgram(blitShader); | ||
277 | glDeleteProgram(fillShader); | ||
278 | |||
279 | // Delete the NTSC rendering buffers | ||
280 | glDeleteTextures(1, &renderedTex1); | ||
281 | glDeleteTextures(1, &renderedTex2); | ||
282 | glDeleteTextures(1, &artifactsTex); | ||
283 | glDeleteTextures(1, &scanlinesTex); | ||
284 | |||
285 | // Delete the framebuffer | ||
286 | glDeleteFramebuffers(1, &FramebufferName); | ||
287 | |||
288 | // Kill the window | ||
289 | glfwTerminate(); | ||
290 | |||
291 | rendererInitialized = false; | ||
292 | } | ||
293 | |||
294 | Texture* createTexture(int width, int height) | ||
295 | { | ||
296 | if (!rendererInitialized) | ||
297 | { | ||
298 | fprintf(stderr, "Renderer not initialized\n"); | ||
299 | exit(-1); | ||
300 | } | ||
301 | |||
302 | Texture* tex = new Texture(); | ||
303 | tex->width = width; | ||
304 | tex->height = height; | ||
305 | |||
306 | glGenTextures(1, &(tex->texID)); | ||
307 | glBindTexture(GL_TEXTURE_2D, tex->texID); | ||
308 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); | ||
309 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
310 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
311 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
312 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
313 | |||
314 | return tex; | ||
315 | } | ||
316 | |||
317 | void destroyTexture(Texture* tex) | ||
318 | { | ||
319 | if (!rendererInitialized) | ||
320 | { | ||
321 | fprintf(stderr, "Renderer not initialized\n"); | ||
322 | exit(-1); | ||
323 | } | ||
324 | |||
325 | glDeleteTextures(1, &(tex->texID)); | ||
326 | |||
327 | delete tex; | ||
328 | } | ||
329 | |||
330 | Texture* loadTextureFromBMP(char* filename) | ||
331 | { | ||
332 | if (!rendererInitialized) | ||
333 | { | ||
334 | fprintf(stderr, "Renderer not initialized\n"); | ||
335 | exit(-1); | ||
336 | } | ||
337 | |||
338 | Texture* tex = new Texture(); | ||
339 | tex->texID = loadBMP_custom(filename); | ||
340 | |||
341 | glBindTexture(GL_TEXTURE_2D, tex->texID); | ||
342 | glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &(tex->width)); | ||
343 | glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &(tex->height)); | ||
344 | |||
345 | return tex; | ||
346 | } | ||
347 | |||
348 | void fillTexture(Texture* tex, Rectangle* dstrect, int r, int g, int b) | ||
349 | { | ||
350 | if (!rendererInitialized) | ||
351 | { | ||
352 | fprintf(stderr, "Renderer not initialized\n"); | ||
353 | exit(-1); | ||
354 | } | ||
355 | |||
356 | // Target the framebuffer | ||
357 | glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | ||
358 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex->texID, 0); | ||
359 | |||
360 | // Set up the vertex attributes | ||
361 | GLfloat minx = (dstrect == NULL) ? 0.0f : dstrect->x; | ||
362 | GLfloat miny = (dstrect == NULL) ? 0.0f : dstrect->y; | ||
363 | GLfloat maxx = (dstrect == NULL) ? tex->width : dstrect->x + dstrect->w; | ||
364 | GLfloat maxy = (dstrect == NULL) ? tex->height : dstrect->y + dstrect->h; | ||
365 | |||
366 | minx = minx / tex->width * 2.0 - 1.0; | ||
367 | miny = -(miny / tex->height * 2.0 - 1.0); | ||
368 | maxx = maxx / tex->width * 2.0 - 1.0; | ||
369 | maxy = -(maxy / tex->height * 2.0 - 1.0); | ||
370 | |||
371 | GLfloat vertexbuffer_data[] = { | ||
372 | minx, miny, | ||
373 | maxx, miny, | ||
374 | maxx, maxy, | ||
375 | minx, miny, | ||
376 | minx, maxy, | ||
377 | maxx, maxy | ||
378 | }; | ||
379 | GLuint vertexbuffer; | ||
380 | glGenBuffers(1, &vertexbuffer); | ||
381 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); | ||
382 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertexbuffer_data), vertexbuffer_data, GL_STATIC_DRAW); | ||
383 | glEnableVertexAttribArray(0); | ||
384 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
385 | |||
386 | glViewport(0, 0, tex->width, tex->height); | ||
387 | glUseProgram(fillShader); | ||
388 | glUniform3f(glGetUniformLocation(fillShader, "vecColor"), r / 255.0, g / 255.0, b / 255.0); | ||
389 | |||
390 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
391 | |||
392 | glDisableVertexAttribArray(0); | ||
393 | glDeleteBuffers(1, &vertexbuffer); | ||
394 | } | ||
395 | |||
396 | void blitTexture(Texture* srctex, Texture* dsttex, Rectangle* srcrect, Rectangle* dstrect) | ||
397 | { | ||
398 | if (!rendererInitialized) | ||
399 | { | ||
400 | fprintf(stderr, "Renderer not initialized\n"); | ||
401 | exit(-1); | ||
402 | } | ||
403 | |||
404 | // Target the framebuffer | ||
405 | glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | ||
406 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dsttex->texID, 0); | ||
407 | |||
408 | // Set up the vertex attributes | ||
409 | GLfloat minx = (dstrect == NULL) ? 0.0f : dstrect->x; | ||
410 | GLfloat miny = (dstrect == NULL) ? 0.0f : dstrect->y; | ||
411 | GLfloat maxx = (dstrect == NULL) ? dsttex->width : dstrect->x + dstrect->w; | ||
412 | GLfloat maxy = (dstrect == NULL) ? dsttex->height : dstrect->y + dstrect->h; | ||
413 | |||
414 | minx = minx / dsttex->width * 2.0 - 1.0; | ||
415 | miny = -(miny / dsttex->height * 2.0 - 1.0); | ||
416 | maxx = maxx / dsttex->width * 2.0 - 1.0; | ||
417 | maxy = -(maxy / dsttex->height * 2.0 - 1.0); | ||
418 | |||
419 | GLfloat vertexbuffer_data[] = { | ||
420 | minx, miny, | ||
421 | maxx, miny, | ||
422 | minx, maxy, | ||
423 | maxx, maxy | ||
424 | }; | ||
425 | GLuint vertexbuffer; | ||
426 | glGenBuffers(1, &vertexbuffer); | ||
427 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); | ||
428 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertexbuffer_data), vertexbuffer_data, GL_STATIC_DRAW); | ||
429 | glEnableVertexAttribArray(0); | ||
430 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
431 | |||
432 | GLfloat minu = (srcrect == NULL) ? 0.0f : srcrect->x; | ||
433 | GLfloat minv = (srcrect == NULL) ? 0.0f : srcrect->y; | ||
434 | GLfloat maxu = (srcrect == NULL) ? srctex->width : srcrect->x + srcrect->w; | ||
435 | GLfloat maxv = (srcrect == NULL) ? srctex->height : srcrect->y + srcrect->h; | ||
436 | |||
437 | minu = minu / srctex->width; | ||
438 | minv = 1 - (minv / srctex->height); | ||
439 | maxu = maxu / srctex->width; | ||
440 | maxv = 1 - (maxv / srctex->height); | ||
441 | |||
442 | GLfloat texcoordbuffer_data[] = { | ||
443 | minu, minv, | ||
444 | maxu, minv, | ||
445 | minu, maxv, | ||
446 | maxu, maxv | ||
447 | }; | ||
448 | GLuint texcoordbuffer; | ||
449 | glGenBuffers(1, &texcoordbuffer); | ||
450 | glBindBuffer(GL_ARRAY_BUFFER, texcoordbuffer); | ||
451 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoordbuffer_data), texcoordbuffer_data, GL_STATIC_DRAW); | ||
452 | glEnableVertexAttribArray(1); | ||
453 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
454 | |||
455 | // Set up the shader | ||
456 | glUseProgram(blitShader); | ||
457 | glViewport(0, 0, dsttex->width, dsttex->height); | ||
458 | |||
459 | glActiveTexture(GL_TEXTURE0); | ||
460 | glBindTexture(GL_TEXTURE_2D, srctex->texID); | ||
461 | glUniform1i(glGetUniformLocation(blitShader, "srctex"), 0); | ||
462 | |||
463 | // Blit! | ||
464 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | ||
465 | |||
466 | // Unload everything | ||
467 | glDisableVertexAttribArray(1); | ||
468 | glDisableVertexAttribArray(0); | ||
469 | glDeleteBuffers(1, &texcoordbuffer); | ||
470 | glDeleteBuffers(1, &vertexbuffer); | ||
471 | } | ||
472 | |||
473 | void renderScreen(Texture* tex) | ||
474 | { | ||
475 | if (!rendererInitialized) | ||
476 | { | ||
477 | fprintf(stderr, "Renderer not initialized\n"); | ||
478 | exit(-1); | ||
479 | } | ||
480 | |||
481 | // Set up framebuffer | ||
482 | glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); | ||
483 | glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexBufs[curBuf], 0); | ||
484 | |||
485 | // Set up renderer | ||
486 | glViewport(0,0,GAME_WIDTH,GAME_HEIGHT); | ||
487 | glClear(GL_COLOR_BUFFER_BIT); | ||
488 | glUseProgram(ntscShader); | ||
489 | |||
490 | glActiveTexture(GL_TEXTURE0); | ||
491 | glBindTexture(GL_TEXTURE_2D, tex->texID); | ||
492 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
493 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
494 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
495 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
496 | glUniform1i(glGetUniformLocation(ntscShader, "curFrameSampler"), 0); | ||
497 | |||
498 | glActiveTexture(GL_TEXTURE1); | ||
499 | glBindTexture(GL_TEXTURE_2D, renderedTexBufs[(curBuf + 1) % 2]); | ||
500 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
501 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
502 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
503 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
504 | glUniform1i(glGetUniformLocation(ntscShader, "prevFrameSampler"), 1); | ||
505 | |||
506 | glActiveTexture(GL_TEXTURE2); | ||
507 | glBindTexture(GL_TEXTURE_2D, artifactsTex); | ||
508 | glUniform1i(glGetUniformLocation(ntscShader, "NTSCArtifactSampler"), 2); | ||
509 | |||
510 | glUniform1f(glGetUniformLocation(ntscShader, "NTSCLerp"), curBuf * 1.0); | ||
511 | |||
512 | GLfloat g_quad_vertex_buffer_data[] = { | ||
513 | -1.0f, -1.0f, 0.0f, | ||
514 | 1.0f, -1.0f, 0.0f, | ||
515 | -1.0f, 1.0f, 0.0f, | ||
516 | -1.0f, 1.0f, 0.0f, | ||
517 | 1.0f, -1.0f, 0.0f, | ||
518 | 1.0f, 1.0f, 0.0f, | ||
519 | }; | ||
520 | |||
521 | GLuint quad_vertexbuffer; | ||
522 | glGenBuffers(1, &quad_vertexbuffer); | ||
523 | glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); | ||
524 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW); | ||
525 | |||
526 | glEnableVertexAttribArray(0); | ||
527 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
528 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
529 | glDisableVertexAttribArray(0); | ||
530 | |||
531 | GLfloat g_norms_data[] = { | ||
532 | 0.0f, 0.0f, 1.0f, | ||
533 | 0.0f, 0.0f, 1.0f, | ||
534 | 0.0f, 0.0f, 1.0f, | ||
535 | 0.0f, 0.0f, 1.0f, | ||
536 | 0.0f, 0.0f, 1.0f, | ||
537 | 0.0f, 0.0f, 1.0f | ||
538 | }; | ||
539 | |||
540 | GLuint g_norms; | ||
541 | glGenBuffers(1, &g_norms); | ||
542 | glBindBuffer(GL_ARRAY_BUFFER, g_norms); | ||
543 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_norms_data), g_norms_data, GL_STATIC_DRAW); | ||
544 | |||
545 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
546 | glViewport(0,0,1024,768); | ||
547 | glClear(GL_COLOR_BUFFER_BIT); | ||
548 | glUseProgram(finalShader); | ||
549 | glActiveTexture(GL_TEXTURE0); | ||
550 | glBindTexture(GL_TEXTURE_2D, renderedTexBufs[curBuf]); | ||
551 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
552 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | ||
553 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); | ||
554 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); | ||
555 | float border_color[] = {0.0f, 0.0f, 0.0f, 1.0f}; | ||
556 | glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color); | ||
557 | glGenerateMipmap(GL_TEXTURE_2D); | ||
558 | glUniform1i(glGetUniformLocation(finalShader, "rendertex"), 0); | ||
559 | |||
560 | glActiveTexture(GL_TEXTURE1); | ||
561 | glBindTexture(GL_TEXTURE_2D, scanlinesTex); | ||
562 | glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); | ||
563 | |||
564 | glEnableVertexAttribArray(0); | ||
565 | glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); | ||
566 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
567 | |||
568 | glEnableVertexAttribArray(1); | ||
569 | glBindBuffer(GL_ARRAY_BUFFER, g_norms); | ||
570 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); | ||
571 | |||
572 | glDrawArrays(GL_TRIANGLES, 0, 6); | ||
573 | glDisableVertexAttribArray(1); | ||
574 | glDisableVertexAttribArray(0); | ||
575 | |||
576 | glfwSwapBuffers(window); | ||
577 | |||
578 | glDeleteBuffers(1, &g_norms); | ||
579 | glDeleteBuffers(1, &quad_vertexbuffer); | ||
580 | |||
581 | curBuf = (curBuf + 1) % 2; | ||
582 | } | ||
diff --git a/src/renderer.h b/src/renderer.h new file mode 100644 index 0000000..de5fc31 --- /dev/null +++ b/src/renderer.h | |||
@@ -0,0 +1,42 @@ | |||
1 | #include <GL/glew.h> | ||
2 | #include <GLFW/glfw3.h> | ||
3 | #include <glm/glm.hpp> | ||
4 | |||
5 | using namespace glm; | ||
6 | |||
7 | #ifndef RENDERER_H | ||
8 | #define RENDERER_H | ||
9 | |||
10 | struct Rectangle { | ||
11 | int x; | ||
12 | int y; | ||
13 | int w; | ||
14 | int h; | ||
15 | |||
16 | Rectangle() {}; | ||
17 | |||
18 | Rectangle(int m_x, int m_y, int m_w, int m_h) | ||
19 | { | ||
20 | x = m_x; | ||
21 | y = m_y; | ||
22 | w = m_w; | ||
23 | h = m_h; | ||
24 | } | ||
25 | }; | ||
26 | |||
27 | struct Texture { | ||
28 | GLuint texID; | ||
29 | int width; | ||
30 | int height; | ||
31 | }; | ||
32 | |||
33 | GLFWwindow* initRenderer(); | ||
34 | void destroyRenderer(); | ||
35 | Texture* createTexture(int width, int height); | ||
36 | void destroyTexture(Texture* tex); | ||
37 | Texture* loadTextureFromBMP(char* filename); | ||
38 | void fillTexture(Texture* tex, Rectangle* loc, int r, int g, int b); | ||
39 | void blitTexture(Texture* srctex, Texture* dsttex, Rectangle* srcrect, Rectangle* dstrect); | ||
40 | void renderScreen(Texture* tex); | ||
41 | |||
42 | #endif | ||