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-rw-r--r--src/main.cpp21
-rw-r--r--src/map.cpp10
-rw-r--r--src/map.h4
-rw-r--r--src/mapview.cpp112
-rw-r--r--src/mapview.h6
-rw-r--r--src/mob.h2
-rw-r--r--src/renderer.cpp197
-rw-r--r--src/renderer.h1
8 files changed, 287 insertions, 66 deletions
diff --git a/src/main.cpp b/src/main.cpp index 2a1d9ea..ec485e7 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -30,20 +30,31 @@ int main()
30 glfwSwapInterval(1); 30 glfwSwapInterval(1);
31 glfwSetKeyCallback(window, key_callback); 31 glfwSetKeyCallback(window, key_callback);
32 32
33 Map* m = new Map("../maps/bigmap.txt"); 33 Map* m = new Map("../maps/embarass.txt");
34 Map* m2 = new Map("../maps/cozy.txt"); 34 //Map* m2 = new Map("../maps/cozy.txt");
35 35
36 m->setLeftMap(m2); 36 //m->setLeftMap(m2);
37 m2->setRightMap(m); 37 //m2->setRightMap(m);
38 38
39 curGameState = new MapView(m, 100, 100); 39 curGameState = new MapView(m, 100, 100);
40 40
41 Texture* buffer = createTexture(GAME_WIDTH, GAME_HEIGHT); 41 Texture* buffer = createTexture(GAME_WIDTH, GAME_HEIGHT);
42 42
43 double lastTime = glfwGetTime();
44 double accum = 0.0;
45
43 while (!(quit || glfwWindowShouldClose(window))) 46 while (!(quit || glfwWindowShouldClose(window)))
44 { 47 {
45 // Tick! 48 // Tick!
46 curGameState->tick(); 49 accum += (glfwGetTime() - lastTime);
50 if (accum < 0) accum = 0;
51 while (accum > SECONDS_PER_FRAME)
52 {
53 curGameState->tick();
54 accum -= SECONDS_PER_FRAME;
55 }
56
57 lastTime = glfwGetTime();
47 58
48 // Do rendering 59 // Do rendering
49 curGameState->render(buffer); 60 curGameState->render(buffer);
diff --git a/src/map.cpp b/src/map.cpp index cb1ce72..5f9e7bd 100644 --- a/src/map.cpp +++ b/src/map.cpp
@@ -4,11 +4,15 @@
4Map::Map(char* filename) 4Map::Map(char* filename)
5{ 5{
6 FILE* f = fopen(filename, "r"); 6 FILE* f = fopen(filename, "r");
7 m_mapdata = (char*) malloc(MAP_WIDTH*(MAP_HEIGHT-1)*sizeof(char));
8 7
8 m_mapdata = (int*) malloc(MAP_WIDTH*(MAP_HEIGHT-1)*sizeof(int));
9 for (int i=0; i<MAP_HEIGHT-1; i++) 9 for (int i=0; i<MAP_HEIGHT-1; i++)
10 { 10 {
11 fread(m_mapdata + i*MAP_WIDTH, sizeof(char), MAP_WIDTH, f); 11 for (int j=0; j<MAP_WIDTH; j++)
12 {
13 fscanf(f, "%d,", &(m_mapdata[i*MAP_WIDTH + j]));
14 }
15
12 fgetc(f); 16 fgetc(f);
13 } 17 }
14 18
@@ -24,7 +28,7 @@ Map::~Map()
24 free(m_title); 28 free(m_title);
25} 29}
26 30
27const char* Map::mapdata() 31const int* Map::mapdata()
28{ 32{
29 return m_mapdata; 33 return m_mapdata;
30} 34}
diff --git a/src/map.h b/src/map.h index 3c09238..2acce59 100644 --- a/src/map.h +++ b/src/map.h
@@ -5,14 +5,14 @@ class Map {
5 public: 5 public:
6 Map(char* filename); 6 Map(char* filename);
7 ~Map(); 7 ~Map();
8 const char* mapdata(); 8 const int* mapdata();
9 const char* title(); 9 const char* title();
10 Map* getLeftMap(); 10 Map* getLeftMap();
11 Map* getRightMap(); 11 Map* getRightMap();
12 void setLeftMap(Map* m); 12 void setLeftMap(Map* m);
13 void setRightMap(Map* m); 13 void setRightMap(Map* m);
14 private: 14 private:
15 char* m_mapdata; 15 int* m_mapdata;
16 char* m_title; 16 char* m_title;
17 Map* m_leftMap = 0; 17 Map* m_leftMap = 0;
18 Map* m_rightMap = 0; 18 Map* m_rightMap = 0;
diff --git a/src/mapview.cpp b/src/mapview.cpp index f524d46..78dd770 100644 --- a/src/mapview.cpp +++ b/src/mapview.cpp
@@ -17,7 +17,13 @@ MapView::MapView(Map* first, int x, int y)
17 player->x_accel = 0; 17 player->x_accel = 0;
18 player->y_accel = jump_gravity; 18 player->y_accel = jump_gravity;
19 player->w = 10; 19 player->w = 10;
20 player->h = 14; 20 player->h = 12;
21 player->onGround = false;
22 player->animFrame = 0;
23
24 bg = createTexture(GAME_WIDTH, GAME_HEIGHT);
25 chara = loadTextureFromBMP("../res/Starla.bmp");
26 tiles = loadTextureFromBMP("../res/tiles2.bmp");
21 27
22 loadMap(first); 28 loadMap(first);
23} 29}
@@ -25,6 +31,8 @@ MapView::MapView(Map* first, int x, int y)
25MapView::~MapView() 31MapView::~MapView()
26{ 32{
27 destroyTexture(bg); 33 destroyTexture(bg);
34 destroyTexture(chara);
35 destroyTexture(tiles);
28 36
29 delete player; 37 delete player;
30} 38}
@@ -41,55 +49,47 @@ void MapView::loadMap(Map* m)
41 add_collision(-6, 0, GAME_WIDTH, left, (m->getLeftMap() == NULL) ? 1 : 2); 49 add_collision(-6, 0, GAME_WIDTH, left, (m->getLeftMap() == NULL) ? 1 : 2);
42 add_collision(GAME_WIDTH+6, 0, GAME_WIDTH, right, (m->getRightMap() == NULL) ? 1 : 2); 50 add_collision(GAME_WIDTH+6, 0, GAME_WIDTH, right, (m->getRightMap() == NULL) ? 1 : 2);
43 51
44 if (bg == NULL)
45 {
46 bg = createTexture(GAME_WIDTH, GAME_HEIGHT);
47 }
48
49 fillTexture(bg, NULL, 0, 0, 0); 52 fillTexture(bg, NULL, 0, 0, 0);
50 53
51 const char* mapbuf = m->mapdata(); 54 const int* mapbuf = m->mapdata();
52 55
53 for (int i=0; i<MAP_WIDTH*(MAP_HEIGHT-1); i++) 56 for (int i=0; i<MAP_WIDTH*(MAP_HEIGHT-1); i++)
54 { 57 {
55 int x = i % MAP_WIDTH; 58 int x = i % MAP_WIDTH;
56 int y = i / MAP_WIDTH; 59 int y = i / MAP_WIDTH;
57 Rectangle dst(x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT); 60 Rectangle dst(x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
58 //Rectangle src; 61 Rectangle src(mapbuf[i]%8*TILE_WIDTH, mapbuf[i]/8*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
59 62
60 switch (mapbuf[i]) 63 if (mapbuf[i] > 0)
61 { 64 {
62 case ' ': break; 65 blitTexture(tiles, bg, &src, &dst);
63 case 'X': fillTexture(bg, &dst, 255, 85, 85); break; 66 }
64 case 'P': fillTexture(bg, &dst, 85, 255, 255); break;
65 }
66
67 //blitTexture(tiles, bg, &src, &dst); 67 //blitTexture(tiles, bg, &src, &dst);
68 68
69 if (mapbuf[i] == 'X') 69 if ((mapbuf[i] > 0) && (!((mapbuf[i] >= 5) && (mapbuf[i] <= 7))))
70 { 70 {
71 if ((x != 0) && (mapbuf[i-1] != 'X')) 71 //if ((x != 0) && (mapbuf[i-1] != 'X'))
72 { 72 {
73 add_collision(x*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, right, 0); 73 add_collision(x*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, right, 0);
74 } 74 }
75 75
76 if ((x != 39) && (mapbuf[i+1] != 'X')) 76 //if ((x != 39) && (mapbuf[i+1] != 'X'))
77 { 77 {
78 add_collision((x+1)*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, left, 0); 78 add_collision((x+1)*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, left, 0);
79 } 79 }
80 80
81 if ((y != 0) && (mapbuf[i-MAP_WIDTH] != 'X')) 81 //if ((y != 0) && (mapbuf[i-MAP_WIDTH] != 'X'))
82 { 82 {
83 add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0); 83 add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0);
84 } 84 }
85 85
86 if ((y != 23) && (mapbuf[i+MAP_WIDTH] != 'X')) 86 //if ((y != 23) && (mapbuf[i+MAP_WIDTH] != 'X'))
87 { 87 {
88 add_collision((y+1)*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, up, 0); 88 add_collision((y+1)*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, up, 0);
89 } 89 }
90 } else if (mapbuf[i] == 'P') 90 } else if ((mapbuf[i] >= 5) && (mapbuf[i] <= 7))
91 { 91 {
92 add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0); 92 add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 3);
93 } 93 }
94 } 94 }
95 95
@@ -112,16 +112,38 @@ void MapView::input(int key, int action)
112 { 112 {
113 switch (key) 113 switch (key)
114 { 114 {
115 case GLFW_KEY_LEFT: holding_left = true; break; 115 case GLFW_KEY_LEFT:
116 case GLFW_KEY_RIGHT: holding_right = true; break; 116 holding_left = true;
117 case GLFW_KEY_UP: player->y_vel = jump_velocity; break; 117 break;
118 case GLFW_KEY_RIGHT:
119 holding_right = true;
120 break;
121 case GLFW_KEY_UP:
122 if (player->onGround)
123 {
124 player->y_vel = jump_velocity;
125 player->onGround = false;
126 }
127 break;
128 case GLFW_KEY_DOWN:
129 holding_down = true;
130 break;
118 } 131 }
119 } else if (action == GLFW_RELEASE) 132 } else if (action == GLFW_RELEASE)
120 { 133 {
121 switch (key) 134 switch (key)
122 { 135 {
123 case GLFW_KEY_LEFT: holding_left = false; break; 136 case GLFW_KEY_LEFT:
124 case GLFW_KEY_RIGHT: holding_right = false; break; 137 holding_left = false;
138 if (!holding_right) player->animFrame = 1;
139 break;
140 case GLFW_KEY_RIGHT:
141 holding_right = false;
142 if (!holding_left) player->animFrame = 0;
143 break;
144 case GLFW_KEY_DOWN:
145 holding_down = false;
146 break;
125 } 147 }
126 } 148 }
127} 149}
@@ -153,12 +175,37 @@ void MapView::tick()
153 175
154void MapView::render(Texture* tex) 176void MapView::render(Texture* tex)
155{ 177{
178 if (animFrame == 0)
179 {
180 if (holding_left)
181 {
182 if (player->animFrame == 3)
183 {
184 player->animFrame = 5;
185 } else {
186 player->animFrame = 3;
187 }
188 } else if (holding_right)
189 {
190 if (player->animFrame == 2)
191 {
192 player->animFrame = 4;
193 } else {
194 player->animFrame = 2;
195 }
196 }
197 }
198
199 animFrame++;
200 animFrame %= 10;
201
156 // Draw the background 202 // Draw the background
157 blitTexture(bg, tex, NULL, NULL); 203 blitTexture(bg, tex, NULL, NULL);
158 204
159 // Draw the player 205 // Draw the player
206 Rectangle src_rect(player->animFrame * 10, 0, 10, 12);
160 Rectangle dst_rect(player->x, player->y, player->w, player->h); 207 Rectangle dst_rect(player->x, player->y, player->w, player->h);
161 fillTexture(tex, &dst_rect, 255, 255, 255); 208 blitTexture(chara, tex, &src_rect, &dst_rect);
162} 209}
163 210
164void MapView::add_collision(int axis, int lower, int upper, direction_t dir, int type) 211void MapView::add_collision(int axis, int lower, int upper, direction_t dir, int type)
@@ -305,9 +352,20 @@ void MapView::check_collisions(mob_t* mob, int x_next, int y_next)
305 { 352 {
306 y_next = it->axis - mob->h; 353 y_next = it->axis - mob->h;
307 mob->y_vel = 0; 354 mob->y_vel = 0;
355 mob->onGround = true;
308 } else if (it->type == 1) 356 } else if (it->type == 1)
309 { 357 {
310 y_next = 1 - mob->h/2; 358 y_next = 1 - mob->h/2;
359 } else if (it->type == 3)
360 {
361 if (holding_down)
362 {
363 holding_down = false;
364 } else {
365 y_next = it->axis - mob->h;
366 mob->y_vel = 0;
367 mob->onGround = true;
368 }
311 } 369 }
312 370
313 break; 371 break;
diff --git a/src/mapview.h b/src/mapview.h index 70ffb3b..06309e3 100644 --- a/src/mapview.h +++ b/src/mapview.h
@@ -16,6 +16,7 @@ const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH;
16const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT; 16const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT;
17 17
18const int FRAMES_PER_SECOND = 60; 18const int FRAMES_PER_SECOND = 60;
19const double SECONDS_PER_FRAME = 1.0 / FRAMES_PER_SECOND;
19 20
20enum direction_t { 21enum direction_t {
21 up, left, down, right 22 up, left, down, right
@@ -47,12 +48,17 @@ class MapView : public State {
47 list<collision_t> down_collisions; 48 list<collision_t> down_collisions;
48 49
49 Texture* bg = NULL; 50 Texture* bg = NULL;
51 Texture* chara;
52 Texture* tiles;
50 53
51 bool holding_left = false; 54 bool holding_left = false;
52 bool holding_right = false; 55 bool holding_right = false;
56 bool holding_down = false;
53 mob_t* player; 57 mob_t* player;
54 58
55 Map* curMap; 59 Map* curMap;
60
61 int animFrame = 0;
56}; 62};
57 63
58#endif 64#endif
diff --git a/src/mob.h b/src/mob.h index 7a4b707..213b062 100644 --- a/src/mob.h +++ b/src/mob.h
@@ -7,4 +7,6 @@ typedef struct {
7 double y_accel; 7 double y_accel;
8 int w; 8 int w;
9 int h; 9 int h;
10 bool onGround;
11 int animFrame;
10} mob_t; 12} mob_t;
diff --git a/src/renderer.cpp b/src/renderer.cpp index 2ee0642..00ae7ef 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -3,6 +3,7 @@
3#include <fstream> 3#include <fstream>
4#include <vector> 4#include <vector>
5#include <cstdio> 5#include <cstdio>
6#include <cstring>
6#include "mapview.h" 7#include "mapview.h"
7 8
8static bool rendererInitialized = false; 9static bool rendererInitialized = false;
@@ -10,6 +11,8 @@ static bool rendererInitialized = false;
10static GLFWwindow* window; 11static GLFWwindow* window;
11 12
12static GLuint FramebufferName; // The framebuffer 13static GLuint FramebufferName; // The framebuffer
14static GLuint depthrenderbuffer;
15
13static GLuint ntscShader; // The NTSC shader 16static GLuint ntscShader; // The NTSC shader
14static GLuint finalShader; // The passthrough shader 17static GLuint finalShader; // The passthrough shader
15static GLuint blitShader; // The blitting shader 18static GLuint blitShader; // The blitting shader
@@ -33,6 +36,12 @@ static GLuint VertexArrayID;
33// A plane that fills the renderbuffer 36// A plane that fills the renderbuffer
34static GLuint quad_vertexbuffer; 37static GLuint quad_vertexbuffer;
35 38
39// Buffers for the mesh
40static GLuint mesh_vertexbuffer;
41static GLuint mesh_uvbuffer;
42static GLuint mesh_normalbuffer;
43static int mesh_numvertices;
44
36GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) 45GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path)
37{ 46{
38 // Create the shaders 47 // Create the shaders
@@ -188,6 +197,58 @@ GLuint loadBMP_custom(const char * imagepath){
188 return textureID; 197 return textureID;
189} 198}
190 199
200void loadMesh(const char* filename, std::vector<glm::vec3>& out_vertices, std::vector<glm::vec2>& out_uvs, std::vector<glm::vec3>& out_normals)
201{
202 FILE* file = fopen(filename, "r");
203 if (file == NULL)
204 {
205 fprintf(stderr, "Could not open mesh file %s\n", filename);
206 exit(1);
207 }
208
209 std::vector<glm::vec3> temp_vertices;
210 std::vector<glm::vec2> temp_uvs;
211 std::vector<glm::vec3> temp_normals;
212
213 for (;;)
214 {
215 char lineHeader[256];
216 int res = fscanf(file, "%s", lineHeader);
217 if (res == EOF)
218 {
219 break;
220 }
221
222 if (!strncmp(lineHeader, "v", 2))
223 {
224 vec3 vertex;
225 fscanf(file, "%f %f %f\n", &vertex.x,&vertex.y,&vertex.z);
226 temp_vertices.push_back(vertex);
227 } else if (!strncmp(lineHeader, "vt", 3))
228 {
229 vec2 uv;
230 fscanf(file, "%f %f\n", &uv.x, &uv.y);
231 temp_uvs.push_back(uv);
232 } else if (!strncmp(lineHeader, "vn", 3))
233 {
234 vec3 normal;
235 fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z);
236 temp_normals.push_back(normal);
237 } else if (!strncmp(lineHeader, "f", 2))
238 {
239 int vertexIDs[3], uvIDs[3], normalIDs[3];
240 fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIDs[0], &uvIDs[0], &normalIDs[0], &vertexIDs[1], &uvIDs[1], &normalIDs[1], &vertexIDs[2], &uvIDs[2], &normalIDs[2]);
241
242 for (int i=0; i<3; i++)
243 {
244 out_vertices.push_back(temp_vertices[vertexIDs[i] - 1]);
245 out_uvs.push_back(temp_uvs[uvIDs[i] - 1]);
246 out_normals.push_back(temp_normals[normalIDs[i] - 1]);
247 }
248 }
249 }
250}
251
191GLFWwindow* initRenderer() 252GLFWwindow* initRenderer()
192{ 253{
193 if (rendererInitialized) 254 if (rendererInitialized)
@@ -230,12 +291,20 @@ GLFWwindow* initRenderer()
230 glGenVertexArrays(1, &VertexArrayID); 291 glGenVertexArrays(1, &VertexArrayID);
231 glBindVertexArray(VertexArrayID); 292 glBindVertexArray(VertexArrayID);
232 293
294 glEnable(GL_DEPTH_TEST);
295 glDepthFunc(GL_LESS);
296
233 // Set up the framebuffer 297 // Set up the framebuffer
234 glGenFramebuffers(1, &FramebufferName); 298 glGenFramebuffers(1, &FramebufferName);
235 glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); 299 glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
236 GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; 300 GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
237 glDrawBuffers(1, DrawBuffers); 301 glDrawBuffers(1, DrawBuffers);
238 302
303 glGenRenderbuffers(1, &depthrenderbuffer);
304 glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer);
305 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 1024, 768);
306 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer);
307
239 // Set up the NTSC rendering buffers 308 // Set up the NTSC rendering buffers
240 glGenTextures(1, &renderedTex1); 309 glGenTextures(1, &renderedTex1);
241 glBindTexture(GL_TEXTURE_2D, renderedTex1); 310 glBindTexture(GL_TEXTURE_2D, renderedTex1);
@@ -274,6 +343,26 @@ GLFWwindow* initRenderer()
274 343
275 curBuf = 0; 344 curBuf = 0;
276 345
346 // Load the mesh!
347 std::vector<glm::vec3> mesh_vertices;
348 std::vector<glm::vec2> mesh_uvs;
349 std::vector<glm::vec3> mesh_normals;
350 loadMesh("../res/monitor-fef.obj", mesh_vertices, mesh_uvs, mesh_normals);
351
352 mesh_numvertices = mesh_vertices.size();
353
354 glGenBuffers(1, &mesh_vertexbuffer);
355 glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer);
356 glBufferData(GL_ARRAY_BUFFER, mesh_vertices.size() * sizeof(vec3), &mesh_vertices[0], GL_STATIC_DRAW);
357
358 glGenBuffers(1, &mesh_uvbuffer);
359 glBindBuffer(GL_ARRAY_BUFFER, mesh_uvbuffer);
360 glBufferData(GL_ARRAY_BUFFER, mesh_uvs.size() * sizeof(vec3), &mesh_uvs[0], GL_STATIC_DRAW);
361
362 glGenBuffers(1, &mesh_normalbuffer);
363 glBindBuffer(GL_ARRAY_BUFFER, mesh_normalbuffer);
364 glBufferData(GL_ARRAY_BUFFER, mesh_normals.size() * sizeof(vec3), &mesh_normals[0], GL_STATIC_DRAW);
365
277 // Load the vertices of a flat surface 366 // Load the vertices of a flat surface
278 GLfloat g_quad_vertex_buffer_data[] = { 367 GLfloat g_quad_vertex_buffer_data[] = {
279 -1.0f, -1.0f, 0.0f, 368 -1.0f, -1.0f, 0.0f,
@@ -314,6 +403,9 @@ void destroyRenderer()
314 403
315 // Delete the plane buffer 404 // Delete the plane buffer
316 glDeleteBuffers(1, &quad_vertexbuffer); 405 glDeleteBuffers(1, &quad_vertexbuffer);
406 glDeleteBuffers(1, &mesh_vertexbuffer);
407 glDeleteBuffers(1, &mesh_uvbuffer);
408 glDeleteBuffers(1, &mesh_normalbuffer);
317 409
318 // Delete the shaders 410 // Delete the shaders
319 glDeleteProgram(ntscShader); 411 glDeleteProgram(ntscShader);
@@ -332,6 +424,7 @@ void destroyRenderer()
332 glDeleteTextures(1, &bloomPassTex); 424 glDeleteTextures(1, &bloomPassTex);
333 425
334 // Delete the framebuffer 426 // Delete the framebuffer
427 glDeleteRenderbuffers(1, &depthrenderbuffer);
335 glDeleteFramebuffers(1, &FramebufferName); 428 glDeleteFramebuffers(1, &FramebufferName);
336 429
337 // Delete the VAO 430 // Delete the VAO
@@ -466,6 +559,7 @@ void fillTexture(Texture* tex, Rectangle* dstrect, int r, int g, int b)
466 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); 559 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
467 560
468 glViewport(0, 0, tex->width, tex->height); 561 glViewport(0, 0, tex->width, tex->height);
562 glClear(GL_DEPTH_BUFFER_BIT);
469 glUseProgram(fillShader); 563 glUseProgram(fillShader);
470 glUniform3f(glGetUniformLocation(fillShader, "vecColor"), r / 255.0, g / 255.0, b / 255.0); 564 glUniform3f(glGetUniformLocation(fillShader, "vecColor"), r / 255.0, g / 255.0, b / 255.0);
471 565
@@ -536,6 +630,7 @@ void blitTexture(Texture* srctex, Texture* dsttex, Rectangle* srcrect, Rectangle
536 630
537 // Set up the shader 631 // Set up the shader
538 glUseProgram(blitShader); 632 glUseProgram(blitShader);
633 glClear(GL_DEPTH_BUFFER_BIT);
539 glViewport(0, 0, dsttex->width, dsttex->height); 634 glViewport(0, 0, dsttex->width, dsttex->height);
540 635
541 glActiveTexture(GL_TEXTURE0); 636 glActiveTexture(GL_TEXTURE0);
@@ -552,6 +647,62 @@ void blitTexture(Texture* srctex, Texture* dsttex, Rectangle* srcrect, Rectangle
552 glDeleteBuffers(1, &vertexbuffer); 647 glDeleteBuffers(1, &vertexbuffer);
553} 648}
554 649
650void renderWithoutEffects(Texture* tex)
651{
652 if (!rendererInitialized)
653 {
654 fprintf(stderr, "Renderer not initialized\n");
655 exit(-1);
656 }
657
658 glBindFramebuffer(GL_FRAMEBUFFER, 0);
659 glViewport(0, 0, 1024, 768);
660 glClear(GL_COLOR_BUFFER_BIT);
661 glUseProgram(blitShader);
662
663 const GLfloat fullBlitVertices_data[] = {
664 -1.0, -1.0,
665 1.0, -1.0,
666 -1.0, 1.0,
667 1.0, 1.0
668 };
669
670 GLuint fullBlitVertices;
671 glGenBuffers(1, &fullBlitVertices);
672 glBindBuffer(GL_ARRAY_BUFFER, fullBlitVertices);
673 glBufferData(GL_ARRAY_BUFFER, sizeof(fullBlitVertices_data), fullBlitVertices_data, GL_STATIC_DRAW);
674 glEnableVertexAttribArray(0);
675 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
676
677 const GLfloat fullBlitTex_data[] = {
678 0.0, 0.0,
679 1.0, 0.0,
680 0.0, 1.0,
681 1.0, 1.0
682 };
683
684 GLuint fullBlitTex;
685 glGenBuffers(1, &fullBlitTex);
686 glBindBuffer(GL_ARRAY_BUFFER, fullBlitTex);
687 glBufferData(GL_ARRAY_BUFFER, sizeof(fullBlitTex_data), fullBlitTex_data, GL_STATIC_DRAW);
688 glEnableVertexAttribArray(1);
689 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
690
691 glActiveTexture(GL_TEXTURE0);
692 glBindTexture(GL_TEXTURE_2D, tex->texID);
693 glUniform1i(glGetUniformLocation(blitShader, "srctex"), 0);
694
695 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
696
697 glDisableVertexAttribArray(1);
698 glDisableVertexAttribArray(0);
699
700 glDeleteBuffers(1, &fullBlitTex);
701 glDeleteBuffers(1, &fullBlitVertices);
702
703 glfwSwapBuffers(window);
704}
705
555void renderScreen(Texture* tex) 706void renderScreen(Texture* tex)
556{ 707{
557 if (!rendererInitialized) 708 if (!rendererInitialized)
@@ -565,9 +716,9 @@ void renderScreen(Texture* tex)
565 glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); 716 glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
566 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexBufs[curBuf], 0); 717 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexBufs[curBuf], 0);
567 718
568 // Set up the shaer 719 // Set up the shader
569 glViewport(0,0,GAME_WIDTH,GAME_HEIGHT); 720 glViewport(0,0,GAME_WIDTH,GAME_HEIGHT);
570 glClear(GL_COLOR_BUFFER_BIT); 721 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
571 glUseProgram(ntscShader); 722 glUseProgram(ntscShader);
572 723
573 // Use the current frame texture, nearest neighbor and clamped to edge 724 // Use the current frame texture, nearest neighbor and clamped to edge
@@ -601,26 +752,11 @@ void renderScreen(Texture* tex)
601 glDrawArrays(GL_TRIANGLES, 0, 6); 752 glDrawArrays(GL_TRIANGLES, 0, 6);
602 glDisableVertexAttribArray(0); 753 glDisableVertexAttribArray(0);
603 754
604 // Load the normal vertices of a flat surface
605 GLfloat g_norms_data[] = {
606 0.0f, 0.0f, 1.0f,
607 0.0f, 0.0f, 1.0f,
608 0.0f, 0.0f, 1.0f,
609 0.0f, 0.0f, 1.0f,
610 0.0f, 0.0f, 1.0f,
611 0.0f, 0.0f, 1.0f
612 };
613
614 GLuint g_norms;
615 glGenBuffers(1, &g_norms);
616 glBindBuffer(GL_ARRAY_BUFFER, g_norms);
617 glBufferData(GL_ARRAY_BUFFER, sizeof(g_norms_data), g_norms_data, GL_STATIC_DRAW);
618
619 // We're going to render the screen now 755 // We're going to render the screen now
620 //glBindFramebuffer(GL_FRAMEBUFFER, 0);
621 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, preBloomTex, 0); 756 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, preBloomTex, 0);
757 //glBindFramebuffer(GL_FRAMEBUFFER, 0);
622 glViewport(0,0,1024,768); 758 glViewport(0,0,1024,768);
623 glClear(GL_COLOR_BUFFER_BIT); 759 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
624 glUseProgram(finalShader); 760 glUseProgram(finalShader);
625 761
626 // Use the composited frame texture, linearly filtered and filling in black for the border 762 // Use the composited frame texture, linearly filtered and filling in black for the border
@@ -641,9 +777,9 @@ void renderScreen(Texture* tex)
641 glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); 777 glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1);
642 778
643 // Initialize the MVP matrices 779 // Initialize the MVP matrices
644 mat4 p_matrix = perspective(90.0f, 4.0f / 4.0f, 0.1f, 100.0f); 780 mat4 p_matrix = perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
645 mat4 v_matrix = lookAt(vec3(0,0,1), vec3(0,0,0), vec3(0,1,0)); 781 mat4 v_matrix = lookAt(vec3(2,0,0), vec3(0,0,0), vec3(0,1,0));
646 mat4 m_matrix = mat4(1.0f); 782 mat4 m_matrix = mat4(1.0);
647 mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; 783 mat4 mvp_matrix = p_matrix * v_matrix * m_matrix;
648 //mat4 mv_matrix = v_matrix * m_matrix; 784 //mat4 mv_matrix = v_matrix * m_matrix;
649 785
@@ -651,21 +787,26 @@ void renderScreen(Texture* tex)
651 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]); 787 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]);
652 788
653 glEnableVertexAttribArray(0); 789 glEnableVertexAttribArray(0);
654 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); 790 glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer);
655 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); 791 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
656 792
657 glEnableVertexAttribArray(1); 793 glEnableVertexAttribArray(1);
658 glBindBuffer(GL_ARRAY_BUFFER, g_norms); 794 glBindBuffer(GL_ARRAY_BUFFER, mesh_normalbuffer);
659 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); 795 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
660 796
661 glDrawArrays(GL_TRIANGLES, 0, 6); 797 glEnableVertexAttribArray(2);
798 glBindBuffer(GL_ARRAY_BUFFER, mesh_uvbuffer);
799 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
800
801 glDrawArrays(GL_TRIANGLES, 0, mesh_numvertices);
802 glDisableVertexAttribArray(2);
662 glDisableVertexAttribArray(1); 803 glDisableVertexAttribArray(1);
663 glDisableVertexAttribArray(0); 804 glDisableVertexAttribArray(0);
664 805
665 // Do the first pass of bloom (downsampling and tapping) 806 // Do the first pass of bloom (downsampling and tapping)
666 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, bloomPassTex, 0); 807 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, bloomPassTex, 0);
667 glViewport(0, 0, 64, 48); 808 glViewport(0, 0, 64, 48);
668 glClear(GL_COLOR_BUFFER_BIT); 809 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
669 glUseProgram(bloom1Shader); 810 glUseProgram(bloom1Shader);
670 811
671 glActiveTexture(GL_TEXTURE0); 812 glActiveTexture(GL_TEXTURE0);
@@ -683,7 +824,7 @@ void renderScreen(Texture* tex)
683 // Do the second pass of bloom and render to screen 824 // Do the second pass of bloom and render to screen
684 glBindFramebuffer(GL_FRAMEBUFFER, 0); 825 glBindFramebuffer(GL_FRAMEBUFFER, 0);
685 glViewport(0, 0, 1024, 768); 826 glViewport(0, 0, 1024, 768);
686 glClear(GL_COLOR_BUFFER_BIT); 827 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
687 glUseProgram(bloom2Shader); 828 glUseProgram(bloom2Shader);
688 829
689 glActiveTexture(GL_TEXTURE0); 830 glActiveTexture(GL_TEXTURE0);
@@ -704,7 +845,5 @@ void renderScreen(Texture* tex)
704 845
705 glfwSwapBuffers(window); 846 glfwSwapBuffers(window);
706 847
707 glDeleteBuffers(1, &g_norms);
708
709 curBuf = (curBuf + 1) % 2; 848 curBuf = (curBuf + 1) % 2;
710} 849}
diff --git a/src/renderer.h b/src/renderer.h index 057337c..144956a 100644 --- a/src/renderer.h +++ b/src/renderer.h
@@ -39,6 +39,7 @@ Texture* loadTextureFromBMP(char* filename);
39void saveTextureToBMP(Texture* tex, char* filename); 39void saveTextureToBMP(Texture* tex, char* filename);
40void fillTexture(Texture* tex, Rectangle* loc, int r, int g, int b); 40void fillTexture(Texture* tex, Rectangle* loc, int r, int g, int b);
41void blitTexture(Texture* srctex, Texture* dsttex, Rectangle* srcrect, Rectangle* dstrect); 41void blitTexture(Texture* srctex, Texture* dsttex, Rectangle* srcrect, Rectangle* dstrect);
42void renderWithoutEffects(Texture* tex);
42void renderScreen(Texture* tex); 43void renderScreen(Texture* tex);
43 44
44#endif 45#endif