PrintText_Direct(): Prints a whole sentence at once.
PrintText_Delayed(): Prints a sentence one character at a time.
However, the way i've implemented this system makes the process of printing text a bit cumbersome and it goes like this:
----------------------------------------------------------------
1. define str_info
2. define str_entity
3. define str ( the acutal text string )
4. define strlen(str)
5. setup str_info ( position, color, print-delay count ) ( in gamecode.cpp )
6. PrintText_ Direct/Delayed ( in gamecode.cpp )
7. Update Vertices pos/col/texcoords with UpdateVertexArray_pos/col/texcoord() ( in platform.cpp )
8. Draw text DrawElements() ( in platform.cpp )
----------------------------------------------------------------
I can't think of a smoother system right now, but do you have any ideas on how to make it smoother, like get down the number of states in process, or are there like better ways to do this?
thanks,
I'll append src for
platform.cpp
gamecode.h
gamecode.cpp
gameDefines.h
-------------------------------------
gameDefines.h
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 | #define str_i_mainmenu 0 #define str_i_newgame 1 #define str_i_options 2 #define str_i_intro_01 3 #define str_i_intro_02 4 #define str_i_intro_03 5 // TEXT ENTITY INDICES #define str_e_mainmenu 10100 #define str_e_newgame 10200 #define str_e_options 10300 #define str_e_intro_01 10400 #define str_e_intro_02 10500 #define str_e_intro_03 10600 // MENU STRING #define str_mainmenu "Main Menu" #define str_newgame "New Game" #define str_options "Options WITH MANUYA EFPOKPOK" // TEXT STRINGS #define str_intro_01 "... ... ..." #define str_intro_02 "what.. the... heck.. mmh... ?.." #define str_intro_03 "... .. ." i32 len_mainmenu = strlen(str_mainmenu); i32 len_newgame = strlen(str_newgame); i32 len_options = strlen(str_options); i32 len_intro_01 = strlen(str_intro_01); i32 len_intro_02 = strlen(str_intro_02); i32 len_intro_03 = strlen(str_intro_03); struct StringInfo { float x; float y; V4f_COL col; char text[100]; char delayedText[100]; i32 currCharIndex; i32 delayCount; i32 delayFinish; bool delayInitialized; float strQuad_x; float strQuad_y; float strQuad_size_x; float strQuad_size_y; bool strQuad_pos_initialized = false; bool strQuad_size_initialized = false; }; |
gamecode.h
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 | #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #define STB_TRUETYPE_IMPLEMENTATION #include "stb_truetype.h" #include "gameDefines.h" #include "gamemath.h" #include <stdio.h> #include <stdlib.h> #include <time.h> #include <string.h> #include <stdint.h> typedef int8_t i8; typedef int16_t i16; typedef int32_t i32; typedef int64_t i64; typedef uint8_t u8; typedef uint16_t u16; typedef uint32_t u32; typedef uint64_t u64; #include "gameText.h" struct GameState { bool running; bool initializedEntities; V4f_COL clearColor; i32 currentState; i32 winWidth; i32 winHeight; }; struct Time { double currTime, fps, ms_per_frame, s_per_frame, timer, timerCountDown; bool started; char textBuffer[5]; }; struct MouseCoord { double x, y; }; struct Input { bool keyPressed[1024]; bool isPressed[1024]; MouseCoord mouseCoord; }; struct TextureInfo_Image { i32 w, h, nChannels; u32 texture; unsigned char *bitmap; }; struct TextureInfo_Font { float pixelHeight; i32 bmWidth; i32 bmHeight; i32 fontBuffer_size; i32 bitmap_size; u32 texture; unsigned char *fontBuffer; unsigned char *bitmap; stbtt_bakedchar *bakedChar; void Free() { free(fontBuffer); free(bitmap); } }; struct Entity { V3f pos; V3f size; V4f_COL col; V2f texCoord; V2f texDimension; void Init(float _x, float _y, float _w, float _h) { pos.x = _x; pos.y = _y; pos.z = 0.0f; size.x = _w; size.y = _h; size.z = 0.0f; texCoord.x = 0.0f; texCoord.y = 0.0f; texDimension.x = 1.0f; texDimension.y = 1.0f; } void SetSolidColor(float _r, float _g, float _b, float _a) { col.r = _r; col.g = _g; col.b = _b; col.a = _a; } void SetTextureCoordsToFullMap() { texCoord.x = 0.0f; texCoord.y = 0.0f; texDimension.x = 1.0f; texDimension.y = 1.0f; } }; #define UPDATEGAMECODE(name) extern "C" __declspec(dllexport) void name(GameState *gameState, Input *input, Time *time, Entity *entity, Vertex *vertex, TextureInfo_Font *ti_font, StringInfo *str_i) UPDATEGAMECODE(UpdateGameCode); typedef void (*PFNUPDATEGAMECODE)(GameState*, Input*, Time*, Entity*, Vertex*, TextureInfo_Font*, StringInfo*); void RenderMainMenu(Entity *e, TextureInfo_Font *tif, GameState *gameState, Input *input, StringInfo *str_i); void RenderOptionsMenu(Entity *e, TextureInfo_Font *tif, GameState *gameState, Input *input, StringInfo *str_i); void RenderNewGameMenu(Entity *e, TextureInfo_Font *tif, GameState *gameState, Input *input, StringInfo *str_i); void InitEntities(Entity *entity, TextureInfo_Font *ti_font, GameState *gameState, StringInfo *str_i); void InitStringInfo(StringInfo *str_i, GameState *gameState); void SetEntitiesPosToNULL(Entity *e, u32 start, u32 end); void StartTimer(Time *t); bool Collision_Entity_MouseCursor(Input *input, Entity *e, u32 min, u32 max); void PrintText_Direct(char *text, StringInfo *str_i, Entity *e, TextureInfo_Font *ti_font); void PrintText_Delayed(char *text, StringInfo *str_i, Entity *e, TextureInfo_Font *ti_font); void UpdateVertexArray_Pos(Vertex *v, Entity *e, i32 min, i32 max); void UpdateVertexArray_Col(Vertex *v, Entity *e, i32 min, i32 max); void UpdateVertexArray_texCoord(Vertex *v, Entity *e, i32 min, i32 max); void UpdateVertices_pos(Entity *e, Vertex *v); void UpdateVertices_col(Entity *e, Vertex *v); void UpdateVertices_texCoord(Entity *e, Vertex *v); |
gamecode.cpp
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 | UPDATEGAMECODE(UpdateGameCode) { InitStringInfo(str_i, gameState); if(!gameState->initializedEntities) { InitEntities(entity, &ti_font[times32], gameState, str_i); gameState->initializedEntities = true; } // Resest Initialization if(input->keyPressed['R']) { gameState->initializedEntities = false; } switch(gameState->currentState) { case MAINMENU: { gameState->clearColor = col4f(0.05f, 0.05f, 0.05f, 1.0f); RenderMainMenu(entity, ti_font, gameState, input, str_i); StartTimer(&time[1]); PrintText_Direct(time[1].textBuffer, &str_i[0], &entity[10], &ti_font[times32]); }break; case NEWGAME: { SetEntitiesPosToNULL(entity, 10, 20); gameState->clearColor = col4f(0.2f, 0.0f, 0.1f, 1.0f); RenderNewGameMenu(entity, ti_font, gameState, input, str_i); }break; case OPTIONS: { gameState->clearColor = col4f(0.0f, 0.0f, 0.2f, 1.0f); RenderOptionsMenu(entity, ti_font, gameState, input, str_i); }break; } // Dont have to update col and texCoord every time, do it once in the init() for(int i = 0; i < 2; i++) { UpdateVertices_pos(&entity[i], &vertex[i * 4]); UpdateVertices_col(&entity[i], &vertex[i * 4]); UpdateVertices_texCoord(&entity[i], &vertex[i * 4]); } UpdateVertexArray_Pos(vertex, entity, str_e_mainmenu, str_e_options + len_options); UpdateVertexArray_Col(vertex, entity, str_e_mainmenu, str_e_options + len_options); UpdateVertexArray_texCoord(vertex, entity, str_e_mainmenu, str_e_options + len_options); UpdateVertexArray_Pos(vertex, entity, 10, 20); UpdateVertexArray_Col(vertex, entity, 10, 20); UpdateVertexArray_texCoord(vertex, entity, 10, 20); UpdateVertexArray_Pos(vertex, entity, str_e_intro_01, str_e_intro_01 + len_intro_01); UpdateVertexArray_Col(vertex, entity, str_e_intro_01, str_e_intro_01 + len_intro_01); UpdateVertexArray_texCoord(vertex, entity, str_e_intro_01, str_e_intro_01 + len_intro_01); UpdateVertexArray_Pos(vertex, entity, str_e_intro_02, str_e_intro_02 + len_intro_02); UpdateVertexArray_Col(vertex, entity, str_e_intro_02, str_e_intro_02 + len_intro_02); UpdateVertexArray_texCoord(vertex, entity, str_e_intro_02, str_e_intro_02 + len_intro_02); UpdateVertexArray_Pos(vertex, entity, str_e_intro_03, str_e_intro_03 + len_intro_03); UpdateVertexArray_Col(vertex, entity, str_e_intro_03, str_e_intro_03 + len_intro_03); UpdateVertexArray_texCoord(vertex, entity, str_e_intro_03, str_e_intro_03 + len_intro_03); } void RenderMainMenu(Entity *e, TextureInfo_Font *tif, GameState *gameState, Input *input, StringInfo *str_i) { SetEntitiesPosToNULL(e, 0, 1); SetEntitiesPosToNULL(e, str_e_mainmenu, len_mainmenu); if(input->keyPressed[Esc]) { if(!input->isPressed[Esc]) { input->isPressed[Esc] = true; gameState->running = false; } } else { input->isPressed[Esc] = false; } PrintText_Direct(str_mainmenu, &str_i[str_i_mainmenu], &e[str_e_mainmenu], &tif[times128]); PrintText_Delayed(str_newgame, &str_i[str_i_newgame], &e[str_e_newgame], &tif[times32]); PrintText_Delayed(str_options, &str_i[str_i_options], &e[str_e_options], &tif[times32]); if(Collision_Entity_MouseCursor(input, e, str_e_newgame, str_e_newgame + len_newgame)) { if(input->keyPressed[MOUSE_L]) { gameState->currentState = NEWGAME; } printf("state: %d", gameState->currentState); for(i32 i = str_e_newgame; i < str_e_newgame + len_newgame; i++) { e[i].SetSolidColor(1.0f, 0.0f, 0.0f, 1.0f); } } if(Collision_Entity_MouseCursor(input, e, str_e_options, str_e_options + len_options)) { if(input->keyPressed[MOUSE_L]) { gameState->currentState = OPTIONS; } printf("state: %d", gameState->currentState); for(i32 i = str_e_options; i < str_e_options + len_options; i++) { e[i].SetSolidColor(1.0f, 0.0f, 0.0f, 1.0f); } } } void RenderNewGameMenu(Entity *e, TextureInfo_Font *tif, GameState *gameState, Input *input, StringInfo *str_i) { str_i[str_i_options].currCharIndex = 0; str_i[str_i_newgame].currCharIndex = 0; SetEntitiesPosToNULL(e, 0, 1); SetEntitiesPosToNULL(e, str_e_mainmenu, str_e_options + len_options); if(input->keyPressed[Esc]) { if(!input->isPressed[Esc]) { input->isPressed[Esc] = true; gameState->currentState = MAINMENU; } } else { input->isPressed[Esc] = false; } PrintText_Delayed(str_intro_01, &str_i[str_i_intro_01], &e[str_e_intro_01], &tif[times32]); if((str_i[str_i_intro_01].currCharIndex) == len_intro_01) { static i32 pause = 0; if(pause == 60) { PrintText_Delayed(str_intro_02, &str_i[str_i_intro_02], &e[str_e_intro_02], &tif[times32]); } else if(pause < 61) { pause++; } } PrintText_Delayed(str_intro_03, &str_i[str_i_intro_03], &e[str_e_intro_03], &tif[times32]); } void RenderOptionsMenu(Entity *e, TextureInfo_Font *tif, GameState *gameState, Input *input, StringInfo *str_i) { str_i[NEWGAME].currCharIndex = 0; str_i[OPTIONS].currCharIndex = 0; if(input->keyPressed[Esc]) { if(!input->isPressed[Esc]) { input->isPressed[Esc] = true; gameState->currentState = MAINMENU; } } else { input->isPressed[Esc] = false; } SetEntitiesPosToNULL(e, 0, 1); SetEntitiesPosToNULL(e, str_e_mainmenu, str_e_options + len_options); e[0].Init(200.0f, 300.0f, 800.0f, 800.0f); e[0].SetSolidColor(1.0f, 1.0f, .0f, 1.0f); e[0].SetTextureCoordsToFullMap(); e[1].Init(700.0f, 200.0f, 900.0f, 900.0f); e[1].SetSolidColor(1.0f, 1.0f, 1.0f, 1.0f); e[1].SetTextureCoordsToFullMap(); PrintText_Direct("NEWGAME", &str_i[MAINMENU], &e[2], &tif[times32]); } void InitEntities(Entity *entity, TextureInfo_Font *ti_font, GameState *gameState, StringInfo *str_i) { } void InitStringInfo(StringInfo *str_i, GameState *gameState) { str_i[str_i_mainmenu].x = gameState->winWidth/2.0f - 150.0f; str_i[str_i_mainmenu].y = 150.0f; str_i[str_i_mainmenu].col = col4f(0.0f, 1.0f, 0.0f, 1.0f);; str_i[str_i_newgame].x = gameState->winWidth/2.0f - 150.0f; str_i[str_i_newgame].y = 190.0f; str_i[str_i_newgame].col = col4f(0.0f, 1.0f, 0.0f, 1.0f);; if(!str_i[str_i_newgame].delayInitialized) { str_i[str_i_newgame].delayInitialized = true; str_i[str_i_newgame].delayCount = 10; str_i[str_i_newgame].delayFinish = 10; } str_i[str_i_options].x = gameState->winWidth/2.0f - 150.0f; str_i[str_i_options].y = 230.0f; str_i[str_i_options].col = col4f(0.0f, 1.0f, 0.0f, 1.0f);; if(!str_i[str_i_options].delayInitialized) { str_i[str_i_options].delayInitialized = true; str_i[str_i_options].delayCount = 30; str_i[str_i_options].delayFinish = 30; } str_i[str_i_intro_01].x = gameState->winWidth/2.0f - 150.0f; str_i[str_i_intro_01].y = 230.0f; str_i[str_i_intro_01].col = col4f(0.0f, 1.0f, 0.0f, 1.0f);; if(!str_i[str_i_intro_01].delayInitialized) { str_i[str_i_intro_01].delayInitialized = true; str_i[str_i_intro_01].delayCount = 10; str_i[str_i_intro_01].delayFinish = 10; } str_i[str_i_intro_02].x = gameState->winWidth/2.0f - 150.0f; str_i[str_i_intro_02].y = 260.0f; str_i[str_i_intro_02].col = col4f(0.0f, 1.0f, 0.0f, 1.0f);; if(!str_i[str_i_intro_02].delayInitialized) { str_i[str_i_intro_02].delayInitialized = true; str_i[str_i_intro_02].delayCount = 10; str_i[str_i_intro_02].delayFinish = 10; } str_i[str_i_intro_03].x = gameState->winWidth/2.0f - 150.0f; str_i[str_i_intro_03].y = 290.0f; str_i[str_i_intro_03].col = col4f(0.0f, 1.0f, 0.0f, 1.0f);; if(!str_i[str_i_intro_03].delayInitialized) { str_i[str_i_intro_03].delayInitialized = true; str_i[str_i_intro_03].delayCount = 100; str_i[str_i_intro_03].delayFinish = 100; } } void SetEntitiesPosToNULL(Entity *e, u32 start, u32 end) { for(u32 i = start; i <= end; i++) { e[i].pos.x = 0; e[i].pos.y = 0; e[i].size.x = 0; e[i].size.y = 0; } } void StartTimer(Time *t) { if(!t->started) { t->started = true; t->currTime = t->timer; } if(t->currTime <= 0.0f) { t->currTime = t->timer; } sprintf(t->textBuffer, "%d", (int)t->currTime); } bool Collision_Entity_MouseCursor(Input *input, Entity *e, u32 min, u32 max) { if (min > max) { printf("Collision_Entity_MouseCursor(): min > max\n"); return false; } else { for(u32 i = min; i <= max; i++) { if(input->mouseCoord.x >= e[i].pos.x && input->mouseCoord.x <= e[i].pos.x + e[i].size.x && input->mouseCoord.y >= e[i].pos.y && input->mouseCoord.y <= e[i].pos.y + e[i].size.y) { return true; } } } return false; } void PrintText_Direct(char *text, StringInfo *str_i, Entity *e, TextureInfo_Font *ti_font) { stbtt_aligned_quad q = {}; for(int i = 0; *text; i++, text++) { stbtt_GetBakedQuad(ti_font->bakedChar, ti_font->bmWidth, ti_font->bmHeight, *text - 32, &str_i->x, &str_i->y, &q, 1); if(!str_i->strQuad_pos_initialized) { str_i->strQuad_pos_initialized = true; str_i->strQuad_x = q.x0; str_i->strQuad_y = q.y0; str_i->strQuad_size_y = q.y1 - q.y0; } e[i].pos.x = q.x0; e[i].pos.y = q.y0; // subract x0 and y0 because it's added in UpdateVertices() e[i].size.x = q.x1 - q.x0; e[i].size.y = q.y1 - q.y0; e[i].texCoord.x = q.s0; e[i].texCoord.y = q.t0; // subract s0 and t0 because it's added in UpdateVertices() e[i].texDimension.x = q.s1 - q.s0; e[i].texDimension.y = q.t1 - q.t0; e[i].SetSolidColor(str_i->col.r, str_i->col.g, str_i->col.b, str_i->col.a); } if(!str_i->strQuad_size_initialized) { str_i->strQuad_size_initialized = true; str_i->strQuad_size_x = q.x1 - str_i->strQuad_x; } } void PrintText_Delayed(char *text, StringInfo *str_i, Entity *e, TextureInfo_Font *ti_font) { if(str_i->delayCount == str_i->delayFinish) { if(str_i->currCharIndex < strlen(text)) { str_i->delayedText[str_i->currCharIndex] = text[str_i->currCharIndex]; for(int i = 0; i <= str_i->currCharIndex; i++) { stbtt_aligned_quad q = {}; stbtt_GetBakedQuad(ti_font->bakedChar, ti_font->bmWidth, ti_font->bmHeight, str_i->delayedText[i] - 32, &str_i->x, &str_i->y, &q, 1); e[i].pos.x = q.x0; e[i].pos.y = q.y0; // subract x0 and y0 because it's added in UpdateVertices() e[i].size.x = q.x1 - q.x0; e[i].size.y = q.y1 - q.y0; e[i].texCoord.x = q.s0; e[i].texCoord.y = q.t0; // subract s0 and t0 because it's added in UpdateVertices() e[i].texDimension.x = q.s1 - q.s0; e[i].texDimension.y = q.t1 - q.t0; } str_i->delayCount = 0; str_i->currCharIndex++; } } else { str_i->delayCount++; } for(i32 i = 0; i < strlen(text); i++) { e[i].SetSolidColor(str_i->col.r, str_i->col.g, str_i->col.b, str_i->col.a); } } void UpdateVertexArray_Pos(Vertex *v, Entity *e, i32 min, i32 max) { for(i32 i = min; i <= max; i++) { // &v[i * 4], 4 is for every 4th vertex in a quad UpdateVertices_pos(&e[i], &v[i * 4]); } } void UpdateVertexArray_Col(Vertex *v, Entity *e, i32 min, i32 max) { for(i32 i = min; i <= max; i++) { // &v[i * 4], 4 is for every 4th vertex in a quad UpdateVertices_col(&e[i], &v[i * 4]); } } void UpdateVertexArray_texCoord(Vertex *v, Entity *e, i32 min, i32 max) { for(i32 i = min; i <= max; i++) { // &v[i * 4], 4 is for every 4th vertex in a quad UpdateVertices_texCoord(&e[i], &v[i * 4]); } } void UpdateVertices_pos(Entity *e, Vertex *v) { v[0].pos.x = e->pos.x; v[0].pos.y = e->pos.y; v[1].pos.x = e->pos.x; v[1].pos.y = e->pos.y + e->size.y; v[2].pos.x = e->pos.x + e->size.x; v[2].pos.y = e->pos.y; v[3].pos.x = e->pos.x + e->size.x; v[3].pos.y = e->pos.y + e->size.y; } void UpdateVertices_col(Entity *e, Vertex *v) { v[0].col.r = e->col.r; v[0].col.g = e->col.g; v[0].col.b = e->col.b; v[0].col.a = e->col.a; v[1].col.r = e->col.r; v[1].col.g = e->col.g; v[1].col.b = e->col.b; v[1].col.a = e->col.a; v[2].col.r = e->col.r; v[2].col.g = e->col.g; v[2].col.b = e->col.b; v[2].col.a = e->col.a; v[3].col.r = e->col.r; v[3].col.g = e->col.g; v[3].col.b = e->col.b; v[3].col.a = e->col.a; } void UpdateVertices_texCoord(Entity *e, Vertex *v) { v[0].texCoord.x = e->texCoord.x; v[0].texCoord.y = e->texCoord.y; v[1].texCoord.x = e->texCoord.x; v[1].texCoord.y = e->texCoord.y + e->texDimension.y; v[2].texCoord.x = e->texCoord.x + e->texDimension.x; v[2].texCoord.y = e->texCoord.y; v[3].texCoord.x = e->texCoord.x + e->texDimension.x; v[3].texCoord.y = e->texCoord.y + e->texDimension.y; } |
platform.h
1 |
platform.cpp
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 | #include "include\openGL.h" #include "include\gamecode.h" #include "include\platform.h" int main() { srand(time(0)); GLFWwindow *hWindow = InitializeGLFWandGLAD(1920, 1080, "Project", windowed); GameState gameState = {}; Input input = {}; Time time[10] = {}; WindowDimension winDim = {}; Entity entity[MAX_ENTITIES] = {}; Vertex vertices[MAX_ENTITIES * 4] = {}; TextureInfo_Image ti_image[10] = {}; TextureInfo_Font ti_font[10] = {}; StringInfo str_i[100] = {}; GameCodeDLL gameCode = {}; LoadGameCode(&gameCode); gameState.running = true; gameState.initializedEntities = false; gameState.currentState = MAINMENU; // Load Shaderprograms u32 shaderProgram_Texture = LoadShaderProgram("shader\\VS.glsl", "shader\\FS_Texture.glsl"); u32 shaderProgram_SolidColor = LoadShaderProgram("shader\\VS.glsl", "shader\\FS_SolidColor.glsl"); u32 shaderProgram_Font = LoadShaderProgram("shader\\VS.glsl", "shader\\FS_Font.glsl"); // Uniform Locations u32 uniform_SolidColor_windowDimensions = glGetUniformLocation(shaderProgram_SolidColor, "windowDimensions"); u32 uniform_Texture_windowDimensions = glGetUniformLocation(shaderProgram_Texture, "windowDimensions"); u32 uniform_Font_windowDimensions = glGetUniformLocation(shaderProgram_Font, "windowDimensions"); u32 VAO; u32 VBO; u32 IBO; u32 colAttribOffset = sizeof(V3f); u32 texCoordAttribOffset = colAttribOffset + sizeof(V4f_COL); u32 MaxMemory = sizeof(float) * TOTAL_AMOUNT_ATTRIBS; u32 vtxIndices[MAX_ENTITIES * 6] = {}; for(int i = 0; i < MAX_ENTITIES; i++) { vtxIndices[(i * 6) + 0] = (i * 4) + 0; vtxIndices[(i * 6) + 1] = (i * 4) + 1; vtxIndices[(i * 6) + 2] = (i * 4) + 2; vtxIndices[(i * 6) + 3] = (i * 4) + 1; vtxIndices[(i * 6) + 4] = (i * 4) + 2; vtxIndices[(i * 6) + 5] = (i * 4) + 3; } glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &IBO); GenTextures_Font(ARRAYSIZE(ti_font), ti_font); GenTextures_Image(ARRAYSIZE(ti_image), ti_image); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, MaxMemory, 0, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_FLOAT, false, sizeof(Vertex), (void*)colAttribOffset); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(Vertex), (void*)texCoordAttribOffset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vtxIndices), vtxIndices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, VBO); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //SETUP FONTS SetupFonts(ti_font); //SETUP IMAGES SetupImages(ti_image); // FREE ALL IMAGE BITMAP DATA with FreeImage(TextureInfo_Image *tif); FreeImage(&ti_image[myPng]); FreeImage(&ti_image[devastator]); FindFirstFile("gamecode.dll", &gameCode.findData); FILETIME lastWriteTime = gameCode.findData.ftLastWriteTime; time[0].fps = 0; time[0].ms_per_frame = 0; SetupTimer(&time[1], 10.0f); while(gameState.running && !glfwWindowShouldClose(hWindow)) { time[0].ms_per_frame = 1000 * (glfwGetTime() - time[0].currTime); time[0].fps = 1.0f / ( time[0].ms_per_frame / 1000.0f); time[0].currTime = glfwGetTime(); // update timer time[1].currTime -= (glfwGetTime() - time[1].timerCountDown); time[1].timerCountDown = glfwGetTime(); glfwGetWindowSize(hWindow, &winDim.width, &winDim.height); glfwGetCursorPos(hWindow, &input.mouseCoord.x, &input.mouseCoord.y); gameState.winWidth = winDim.width; gameState.winHeight = winDim.height; glViewport(0, 0, winDim.width, winDim.height); glUseProgram(shaderProgram_SolidColor); glUniform2f(uniform_SolidColor_windowDimensions, (float)winDim.width, (float)winDim.height); glUseProgram(shaderProgram_Texture); glUniform2f(uniform_Texture_windowDimensions, (float)winDim.width, (float)winDim.height); glUseProgram(shaderProgram_Font); glUniform2f(uniform_Font_windowDimensions, (float)winDim.width, (float)winDim.height); CheckInput(hWindow, &input); FindFirstFile("gamecode.dll", &gameCode.findData); if(CompareFileTime(&lastWriteTime, &gameCode.findData.ftLastWriteTime) != 0) { // LOADING GAMECODE UnloadGameCode(&gameCode); LoadGameCode(&gameCode); // UNLOADING GAMECODE lastWriteTime = gameCode.findData.ftLastWriteTime; } glClearColor(gameState.clearColor.r, gameState.clearColor.g, gameState.clearColor.b, gameState.clearColor.a); glClear(GL_COLOR_BUFFER_BIT); gameCode.UpdateGameCode(&gameState, &input, time, entity, vertices, ti_font, str_i); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); u32 indexOffset = 6 * sizeof(u32); //RenderImages //Render Text glUseProgram(shaderProgram_Texture); BindTexture2D(ti_image[myPng].texture); glDrawElements(GL_TRIANGLES, 2 * 6, GL_UNSIGNED_INT, (u32*)(0 * indexOffset)); glUseProgram(shaderProgram_Font); BindTexture2D(ti_font[times128].texture); glDrawElements(GL_TRIANGLES, len_mainmenu * 6, GL_UNSIGNED_INT, (u32*)(str_e_mainmenu * indexOffset)); BindTexture2D(ti_font[times32].texture); glDrawElements(GL_TRIANGLES, len_newgame * 6, GL_UNSIGNED_INT, (u32*)(str_e_newgame * indexOffset)); glDrawElements(GL_TRIANGLES, len_options * 6, GL_UNSIGNED_INT, (u32*)(str_e_options * indexOffset)); glDrawElements(GL_TRIANGLES, len_intro_01 * 6, GL_UNSIGNED_INT, (u32*)(str_e_intro_01 * indexOffset)); glDrawElements(GL_TRIANGLES, len_intro_02 * 6, GL_UNSIGNED_INT, (u32*)(str_e_intro_02 * indexOffset)); glDrawElements(GL_TRIANGLES, len_intro_03 * 6, GL_UNSIGNED_INT, (u32*)(str_e_intro_03 * indexOffset)); glDrawElements(GL_TRIANGLES, 5 * 6, GL_UNSIGNED_INT, (u32*)(10 * indexOffset)); glfwSwapBuffers(hWindow); glfwPollEvents(); } glDeleteProgram(shaderProgram_SolidColor); DeleteTextures_Font(ARRAYSIZE(ti_font), ti_font); DeleteTextures_Image(ARRAYSIZE(ti_image), ti_image); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &IBO); glDeleteVertexArrays(1, &VAO); return 0; } |