Add full source code of the finished (and revised code) Breakout example. Not set up for cross-platform compilation as it has irrKlang and FreeType dependency, but at least source code is available online (and can be referenced from Breakout chapters).

This commit is contained in:
Joey de Vries
2020-04-22 15:47:23 +02:00
parent a8499a2668
commit d756ed80fa
57 changed files with 4194 additions and 0 deletions

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@@ -161,7 +161,9 @@ set(6.pbr
set(7.in_practice set(7.in_practice
1.debugging 1.debugging
# due to trickier build setups (other libs rarely used everywhere else) these examples won't compile through CMake, but source code is available.
# 2.text_rendering # 2.text_rendering
# 3.2d_game
) )

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/******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "ball_object.h"
BallObject::BallObject()
: GameObject(), Radius(12.5f), Stuck(true), Sticky(false), PassThrough(false) { }
BallObject::BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite)
: GameObject(pos, glm::vec2(radius * 2.0f, radius * 2.0f), sprite, glm::vec3(1.0f), velocity), Radius(radius), Stuck(true), Sticky(false), PassThrough(false) { }
glm::vec2 BallObject::Move(float dt, unsigned int window_width)
{
// If not stuck to player board
if (!this->Stuck)
{
// Move the ball
this->Position += this->Velocity * dt;
// Then check if outside window bounds and if so, reverse velocity and restore at correct position
if (this->Position.x <= 0.0f)
{
this->Velocity.x = -this->Velocity.x;
this->Position.x = 0.0f;
}
else if (this->Position.x + this->Size.x >= window_width)
{
this->Velocity.x = -this->Velocity.x;
this->Position.x = window_width - this->Size.x;
}
if (this->Position.y <= 0.0f)
{
this->Velocity.y = -this->Velocity.y;
this->Position.y = 0.0f;
}
}
return this->Position;
}
// Resets the ball to initial Stuck Position (if ball is outside window bounds)
void BallObject::Reset(glm::vec2 position, glm::vec2 velocity)
{
this->Position = position;
this->Velocity = velocity;
this->Stuck = true;
this->Sticky = false;
this->PassThrough = false;
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef BALLOBJECT_H
#define BALLOBJECT_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "texture.h"
#include "power_up.h"
// BallObject holds the state of the Ball object inheriting
// relevant state data from GameObject. Contains some extra
// functionality specific to Breakout's ball object that
// were too specific for within GameObject alone.
class BallObject : public GameObject
{
public:
// Ball state
float Radius;
bool Stuck;
bool Sticky, PassThrough;
// Constructor(s)
BallObject();
BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite);
// Moves the ball, keeping it constrained within the window bounds (except bottom edge); returns new position
glm::vec2 Move(float dt, unsigned int window_width);
// Resets the ball to original state with given position and velocity
void Reset(glm::vec2 position, glm::vec2 velocity);
};
#endif

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include <algorithm>
#include <sstream>
#include <irrklang/irrKlang.h>
using namespace irrklang;
#include "game.h"
#include "resource_manager.h"
#include "sprite_renderer.h"
#include "game_object.h"
#include "ball_object.h"
#include "particle_generator.h"
#include "post_processor.h"
#include "text_renderer.h"
// Game-related State data
SpriteRenderer *Renderer;
GameObject *Player;
BallObject *Ball;
ParticleGenerator *Particles;
PostProcessor *Effects;
ISoundEngine *SoundEngine = createIrrKlangDevice();
float ShakeTime = 0.0f;
TextRenderer *Text;
Game::Game(unsigned int width, unsigned int height)
: State(GAME_MENU), Keys(), Width(width), Height(height), Level(0), Lives(3)
{
}
Game::~Game()
{
delete Renderer;
delete Player;
delete Ball;
delete Particles;
delete Effects;
delete Text;
SoundEngine->drop();
}
void Game::Init()
{
// load shaders
ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite");
ResourceManager::LoadShader("shaders/particle.vs", "shaders/particle.frag", nullptr, "particle");
ResourceManager::LoadShader("shaders/post_processing.vs", "shaders/post_processing.frag", nullptr, "postprocessing");
// configure shaders
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
ResourceManager::GetShader("sprite").Use().SetInteger("sprite", 0);
ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
// load textures
ResourceManager::LoadTexture("textures/background.jpg", false, "background");
ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
ResourceManager::LoadTexture("textures/block.png", false, "block");
ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
ResourceManager::LoadTexture("textures/particle.png", true, "particle");
ResourceManager::LoadTexture("textures/powerup_speed.png", true, "powerup_speed");
ResourceManager::LoadTexture("textures/powerup_sticky.png", true, "powerup_sticky");
ResourceManager::LoadTexture("textures/powerup_increase.png", true, "powerup_increase");
ResourceManager::LoadTexture("textures/powerup_confuse.png", true, "powerup_confuse");
ResourceManager::LoadTexture("textures/powerup_chaos.png", true, "powerup_chaos");
ResourceManager::LoadTexture("textures/powerup_passthrough.png", true, "powerup_passthrough");
// set render-specific controls
Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
Effects = new PostProcessor(ResourceManager::GetShader("postprocessing"), this->Width, this->Height);
Text = new TextRenderer(this->Width, this->Height);
Text->Load("fonts/OCRAEXT.TTF", 24);
// load levels
GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height /2 );
GameLevel three; three.Load("levels/three.lvl", this->Width, this->Height / 2);
GameLevel four; four.Load("levels/four.lvl", this->Width, this->Height / 2);
this->Levels.push_back(one);
this->Levels.push_back(two);
this->Levels.push_back(three);
this->Levels.push_back(four);
this->Level = 0;
// configure game objects
glm::vec2 playerPos = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x / 2.0f, this->Height - PLAYER_SIZE.y);
Player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));
glm::vec2 ballPos = playerPos + glm::vec2(PLAYER_SIZE.x / 2.0f - BALL_RADIUS, -BALL_RADIUS * 2.0f);
Ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
// audio
SoundEngine->play2D("audio/breakout.mp3", true);
}
void Game::Update(float dt)
{
// update objects
Ball->Move(dt, this->Width);
// check for collisions
this->DoCollisions();
// update particles
Particles->Update(dt, *Ball, 2, glm::vec2(Ball->Radius / 2.0f));
// update PowerUps
this->UpdatePowerUps(dt);
// reduce shake time
if (ShakeTime > 0.0f)
{
ShakeTime -= dt;
if (ShakeTime <= 0.0f)
Effects->Shake = false;
}
// check loss condition
if (Ball->Position.y >= this->Height) // did ball reach bottom edge?
{
--this->Lives;
// did the player lose all his lives? : game over
if (this->Lives == 0)
{
this->ResetLevel();
this->State = GAME_MENU;
}
this->ResetPlayer();
}
// check win condition
if (this->State == GAME_ACTIVE && this->Levels[this->Level].IsCompleted())
{
this->ResetLevel();
this->ResetPlayer();
Effects->Chaos = true;
this->State = GAME_WIN;
}
}
void Game::ProcessInput(float dt)
{
if (this->State == GAME_MENU)
{
if (this->Keys[GLFW_KEY_ENTER] && !this->KeysProcessed[GLFW_KEY_ENTER])
{
this->State = GAME_ACTIVE;
this->KeysProcessed[GLFW_KEY_ENTER] = true;
}
if (this->Keys[GLFW_KEY_W] && !this->KeysProcessed[GLFW_KEY_W])
{
this->Level = (this->Level + 1) % 4;
this->KeysProcessed[GLFW_KEY_W] = true;
}
if (this->Keys[GLFW_KEY_S] && !this->KeysProcessed[GLFW_KEY_S])
{
if (this->Level > 0)
--this->Level;
else
this->Level = 3;
//this->Level = (this->Level - 1) % 4;
this->KeysProcessed[GLFW_KEY_S] = true;
}
}
if (this->State == GAME_WIN)
{
if (this->Keys[GLFW_KEY_ENTER])
{
this->KeysProcessed[GLFW_KEY_ENTER] = true;
Effects->Chaos = false;
this->State = GAME_MENU;
}
}
if (this->State == GAME_ACTIVE)
{
float velocity = PLAYER_VELOCITY * dt;
// move playerboard
if (this->Keys[GLFW_KEY_A])
{
if (Player->Position.x >= 0)
{
Player->Position.x -= velocity;
if (Ball->Stuck)
Ball->Position.x -= velocity;
}
}
if (this->Keys[GLFW_KEY_D])
{
if (Player->Position.x <= this->Width - Player->Size.x)
{
Player->Position.x += velocity;
if (Ball->Stuck)
Ball->Position.x += velocity;
}
}
if (this->Keys[GLFW_KEY_SPACE])
Ball->Stuck = false;
}
}
void Game::Render()
{
if (this->State == GAME_ACTIVE || this->State == GAME_MENU || this->State == GAME_WIN)
{
// begin rendering to postprocessing quad
Effects->BeginRender();
// draw background
Renderer->DrawSprite(ResourceManager::GetTexture("background"), glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
// draw level
this->Levels[this->Level].Draw(*Renderer);
// draw player
Player->Draw(*Renderer);
// draw PowerUps
for (PowerUp &powerUp : this->PowerUps)
if (!powerUp.Destroyed)
powerUp.Draw(*Renderer);
// draw particles
Particles->Draw();
// draw ball
Ball->Draw(*Renderer);
// end rendering to postprocessing quad
Effects->EndRender();
// render postprocessing quad
Effects->Render(glfwGetTime());
// render text (don't include in postprocessing)
std::stringstream ss; ss << this->Lives;
Text->RenderText("Lives:" + ss.str(), 5.0f, 5.0f, 1.0f);
}
if (this->State == GAME_MENU)
{
Text->RenderText("Press ENTER to start", 250.0f, this->Height / 2.0f, 1.0f);
Text->RenderText("Press W or S to select level", 245.0f, this->Height / 2.0f + 20.0f, 0.75f);
}
if (this->State == GAME_WIN)
{
Text->RenderText("You WON!!!", 320.0f, this->Height / 2.0f - 20.0f, 1.0f, glm::vec3(0.0f, 1.0f, 0.0f));
Text->RenderText("Press ENTER to retry or ESC to quit", 130.0f, this->Height / 2.0f, 1.0f, glm::vec3(1.0f, 1.0f, 0.0f));
}
}
void Game::ResetLevel()
{
if (this->Level == 0)
this->Levels[0].Load("levels/one.lvl", this->Width, this->Height / 2);
else if (this->Level == 1)
this->Levels[1].Load("levels/two.lvl", this->Width, this->Height / 2);
else if (this->Level == 2)
this->Levels[2].Load("levels/three.lvl", this->Width, this->Height / 2);
else if (this->Level == 3)
this->Levels[3].Load("levels/four.lvl", this->Width, this->Height / 2);
this->Lives = 3;
}
void Game::ResetPlayer()
{
// reset player/ball stats
Player->Size = PLAYER_SIZE;
Player->Position = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x / 2.0f, this->Height - PLAYER_SIZE.y);
Ball->Reset(Player->Position + glm::vec2(PLAYER_SIZE.x / 2.0f - BALL_RADIUS, -(BALL_RADIUS * 2.0f)), INITIAL_BALL_VELOCITY);
// also disable all active powerups
Effects->Chaos = Effects->Confuse = false;
Ball->PassThrough = Ball->Sticky = false;
Player->Color = glm::vec3(1.0f);
Ball->Color = glm::vec3(1.0f);
}
// power-ups
bool IsOtherPowerUpActive(std::vector<PowerUp> &powerUps, std::string type);
void Game::UpdatePowerUps(float dt)
{
for (PowerUp &powerUp : this->PowerUps)
{
powerUp.Position += powerUp.Velocity * dt;
if (powerUp.Activated)
{
powerUp.Duration -= dt;
if (powerUp.Duration <= 0.0f)
{
// remove powerup from list (will later be removed)
powerUp.Activated = false;
// deactivate effects
if (powerUp.Type == "sticky")
{
if (!IsOtherPowerUpActive(this->PowerUps, "sticky"))
{ // only reset if no other PowerUp of type sticky is active
Ball->Sticky = false;
Player->Color = glm::vec3(1.0f);
}
}
else if (powerUp.Type == "pass-through")
{
if (!IsOtherPowerUpActive(this->PowerUps, "pass-through"))
{ // only reset if no other PowerUp of type pass-through is active
Ball->PassThrough = false;
Ball->Color = glm::vec3(1.0f);
}
}
else if (powerUp.Type == "confuse")
{
if (!IsOtherPowerUpActive(this->PowerUps, "confuse"))
{ // only reset if no other PowerUp of type confuse is active
Effects->Confuse = false;
}
}
else if (powerUp.Type == "chaos")
{
if (!IsOtherPowerUpActive(this->PowerUps, "chaos"))
{ // only reset if no other PowerUp of type chaos is active
Effects->Chaos = false;
}
}
}
}
}
// Remove all PowerUps from vector that are destroyed AND !activated (thus either off the map or finished)
// Note we use a lambda expression to remove each PowerUp which is destroyed and not activated
this->PowerUps.erase(std::remove_if(this->PowerUps.begin(), this->PowerUps.end(),
[](const PowerUp &powerUp) { return powerUp.Destroyed && !powerUp.Activated; }
), this->PowerUps.end());
}
bool ShouldSpawn(unsigned int chance)
{
unsigned int random = rand() % chance;
return random == 0;
}
void Game::SpawnPowerUps(GameObject &block)
{
if (ShouldSpawn(75)) // 1 in 75 chance
this->PowerUps.push_back(PowerUp("speed", glm::vec3(0.5f, 0.5f, 1.0f), 0.0f, block.Position, ResourceManager::GetTexture("powerup_speed")));
if (ShouldSpawn(75))
this->PowerUps.push_back(PowerUp("sticky", glm::vec3(1.0f, 0.5f, 1.0f), 20.0f, block.Position, ResourceManager::GetTexture("powerup_sticky")));
if (ShouldSpawn(75))
this->PowerUps.push_back(PowerUp("pass-through", glm::vec3(0.5f, 1.0f, 0.5f), 10.0f, block.Position, ResourceManager::GetTexture("powerup_passthrough")));
if (ShouldSpawn(75))
this->PowerUps.push_back(PowerUp("pad-size-increase", glm::vec3(1.0f, 0.6f, 0.4), 0.0f, block.Position, ResourceManager::GetTexture("powerup_increase")));
if (ShouldSpawn(15)) // Negative powerups should spawn more often
this->PowerUps.push_back(PowerUp("confuse", glm::vec3(1.0f, 0.3f, 0.3f), 15.0f, block.Position, ResourceManager::GetTexture("powerup_confuse")));
if (ShouldSpawn(15))
this->PowerUps.push_back(PowerUp("chaos", glm::vec3(0.9f, 0.25f, 0.25f), 15.0f, block.Position, ResourceManager::GetTexture("powerup_chaos")));
}
void ActivatePowerUp(PowerUp &powerUp)
{
// initiate a powerup based type of powerup
if (powerUp.Type == "speed")
{
Ball->Velocity *= 1.2;
}
else if (powerUp.Type == "sticky")
{
Ball->Sticky = true;
Player->Color = glm::vec3(1.0f, 0.5f, 1.0f);
}
else if (powerUp.Type == "pass-through")
{
Ball->PassThrough = true;
Ball->Color = glm::vec3(1.0f, 0.5f, 0.5f);
}
else if (powerUp.Type == "pad-size-increase")
{
Player->Size.x += 50;
}
else if (powerUp.Type == "confuse")
{
if (!Effects->Chaos)
Effects->Confuse = true; // only activate if chaos wasn't already active
}
else if (powerUp.Type == "chaos")
{
if (!Effects->Confuse)
Effects->Chaos = true;
}
}
bool IsOtherPowerUpActive(std::vector<PowerUp> &powerUps, std::string type)
{
// Check if another PowerUp of the same type is still active
// in which case we don't disable its effect (yet)
for (const PowerUp &powerUp : powerUps)
{
if (powerUp.Activated)
if (powerUp.Type == type)
return true;
}
return false;
}
// collision detection
bool CheckCollision(GameObject &one, GameObject &two);
Collision CheckCollision(BallObject &one, GameObject &two);
Direction VectorDirection(glm::vec2 closest);
void Game::DoCollisions()
{
for (GameObject &box : this->Levels[this->Level].Bricks)
{
if (!box.Destroyed)
{
Collision collision = CheckCollision(*Ball, box);
if (std::get<0>(collision)) // if collision is true
{
// destroy block if not solid
if (!box.IsSolid)
{
box.Destroyed = true;
this->SpawnPowerUps(box);
SoundEngine->play2D("audio/bleep.mp3", false);
}
else
{ // if block is solid, enable shake effect
ShakeTime = 0.05f;
Effects->Shake = true;
SoundEngine->play2D("audio/solid.wav", false);
}
// collision resolution
Direction dir = std::get<1>(collision);
glm::vec2 diff_vector = std::get<2>(collision);
if (!(Ball->PassThrough && !box.IsSolid)) // don't do collision resolution on non-solid bricks if pass-through activated
{
if (dir == LEFT || dir == RIGHT) // horizontal collision
{
Ball->Velocity.x = -Ball->Velocity.x; // reverse horizontal velocity
// relocate
float penetration = Ball->Radius - std::abs(diff_vector.x);
if (dir == LEFT)
Ball->Position.x += penetration; // move ball to right
else
Ball->Position.x -= penetration; // move ball to left;
}
else // vertical collision
{
Ball->Velocity.y = -Ball->Velocity.y; // reverse vertical velocity
// relocate
float penetration = Ball->Radius - std::abs(diff_vector.y);
if (dir == UP)
Ball->Position.y -= penetration; // move ball bback up
else
Ball->Position.y += penetration; // move ball back down
}
}
}
}
}
// also check collisions on PowerUps and if so, activate them
for (PowerUp &powerUp : this->PowerUps)
{
if (!powerUp.Destroyed)
{
// first check if powerup passed bottom edge, if so: keep as inactive and destroy
if (powerUp.Position.y >= this->Height)
powerUp.Destroyed = true;
if (CheckCollision(*Player, powerUp))
{ // collided with player, now activate powerup
ActivatePowerUp(powerUp);
powerUp.Destroyed = true;
powerUp.Activated = true;
SoundEngine->play2D("audio/powerup.wav", false);
}
}
}
// and finally check collisions for player pad (unless stuck)
Collision result = CheckCollision(*Ball, *Player);
if (!Ball->Stuck && std::get<0>(result))
{
// check where it hit the board, and change velocity based on where it hit the board
float centerBoard = Player->Position.x + Player->Size.x / 2.0f;
float distance = (Ball->Position.x + Ball->Radius) - centerBoard;
float percentage = distance / (Player->Size.x / 2.0f);
// then move accordingly
float strength = 2.0f;
glm::vec2 oldVelocity = Ball->Velocity;
Ball->Velocity.x = INITIAL_BALL_VELOCITY.x * percentage * strength;
//Ball->Velocity.y = -Ball->Velocity.y;
Ball->Velocity = glm::normalize(Ball->Velocity) * glm::length(oldVelocity); // keep speed consistent over both axes (multiply by length of old velocity, so total strength is not changed)
// fix sticky paddle
Ball->Velocity.y = -1.0f * abs(Ball->Velocity.y);
// if Sticky powerup is activated, also stick ball to paddle once new velocity vectors were calculated
Ball->Stuck = Ball->Sticky;
SoundEngine->play2D("audio/bleep.wav", false);
}
}
bool CheckCollision(GameObject &one, GameObject &two) // AABB - AABB collision
{
// collision x-axis?
bool collisionX = one.Position.x + one.Size.x >= two.Position.x &&
two.Position.x + two.Size.x >= one.Position.x;
// collision y-axis?
bool collisionY = one.Position.y + one.Size.y >= two.Position.y &&
two.Position.y + two.Size.y >= one.Position.y;
// collision only if on both axes
return collisionX && collisionY;
}
Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle collision
{
// get center point circle first
glm::vec2 center(one.Position + one.Radius);
// calculate AABB info (center, half-extents)
glm::vec2 aabb_half_extents(two.Size.x / 2.0f, two.Size.y / 2.0f);
glm::vec2 aabb_center(two.Position.x + aabb_half_extents.x, two.Position.y + aabb_half_extents.y);
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;
if (glm::length(difference) < one.Radius) // not <= since in that case a collision also occurs when object one exactly touches object two, which they are at the end of each collision resolution stage.
return std::make_tuple(true, VectorDirection(difference), difference);
else
return std::make_tuple(false, UP, glm::vec2(0, 0));
}
// calculates which direction a vector is facing (N,E,S or W)
Direction VectorDirection(glm::vec2 target)
{
glm::vec2 compass[] = {
glm::vec2(0.0f, 1.0f), // north
glm::vec2(1.0f, 0.0f), // east
glm::vec2(0.0f, -1.0f), // south
glm::vec2(-1.0f, 0.0f) // west
};
float max = 0.0f;
unsigned int best_match = -1;
for (unsigned int i = 0; i < 4; i++)
{
float dot_product = glm::dot(glm::normalize(target), compass[i]);
if (dot_product > max)
{
max = dot_product;
best_match = i;
}
}
return (Direction)best_match;
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef GAME_H
#define GAME_H
#include <vector>
#include <tuple>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "game_object.h"
#include "game_level.h"
#include "power_up.h"
// Represents the current state of the game
enum GameState {
GAME_ACTIVE,
GAME_MENU,
GAME_WIN
};
// Represents the four possible (collision) directions
enum Direction {
UP,
RIGHT,
DOWN,
LEFT
};
// Defines a Collision typedef that represents collision data
typedef std::tuple<bool, Direction, glm::vec2> Collision; // <collision?, what direction?, difference vector center - closest point>
// Initial size of the player paddle
const glm::vec2 PLAYER_SIZE(100.0f, 20.0f);
// Initial velocity of the player paddle
const float PLAYER_VELOCITY(500.0f);
// Initial velocity of the Ball
const glm::vec2 INITIAL_BALL_VELOCITY(100.0f, -350.0f);
// Radius of the ball object
const float BALL_RADIUS = 12.5f;
// Game holds all game-related state and functionality.
// Combines all game-related data into a single class for
// easy access to each of the components and manageability.
class Game
{
public:
// game state
GameState State;
bool Keys[1024];
bool KeysProcessed[1024];
unsigned int Width, Height;
std::vector<GameLevel> Levels;
std::vector<PowerUp> PowerUps;
unsigned int Level;
unsigned int Lives;
// constructor/destructor
Game(unsigned int width, unsigned int height);
~Game();
// initialize game state (load all shaders/textures/levels)
void Init();
// game loop
void ProcessInput(float dt);
void Update(float dt);
void Render();
void DoCollisions();
// reset
void ResetLevel();
void ResetPlayer();
// power-ups
void SpawnPowerUps(GameObject &block);
void UpdatePowerUps(float dt);
};
#endif

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "game_level.h"
#include <fstream>
#include <sstream>
void GameLevel::Load(const char *file, unsigned int levelWidth, unsigned int levelHeight)
{
// clear old data
this->Bricks.clear();
// load from file
unsigned int tileCode;
GameLevel level;
std::string line;
std::ifstream fstream(file);
std::vector<std::vector<unsigned int>> tileData;
if (fstream)
{
while (std::getline(fstream, line)) // read each line from level file
{
std::istringstream sstream(line);
std::vector<unsigned int> row;
while (sstream >> tileCode) // read each word seperated by spaces
row.push_back(tileCode);
tileData.push_back(row);
}
if (tileData.size() > 0)
this->init(tileData, levelWidth, levelHeight);
}
}
void GameLevel::Draw(SpriteRenderer &renderer)
{
for (GameObject &tile : this->Bricks)
if (!tile.Destroyed)
tile.Draw(renderer);
}
bool GameLevel::IsCompleted()
{
for (GameObject &tile : this->Bricks)
if (!tile.IsSolid && !tile.Destroyed)
return false;
return true;
}
void GameLevel::init(std::vector<std::vector<unsigned int>> tileData, unsigned int levelWidth, unsigned int levelHeight)
{
// calculate dimensions
unsigned int height = tileData.size();
unsigned int width = tileData[0].size(); // note we can index vector at [0] since this function is only called if height > 0
float unit_width = levelWidth / static_cast<float>(width), unit_height = levelHeight / height;
// initialize level tiles based on tileData
for (unsigned int y = 0; y < height; ++y)
{
for (unsigned int x = 0; x < width; ++x)
{
// check block type from level data (2D level array)
if (tileData[y][x] == 1) // solid
{
glm::vec2 pos(unit_width * x, unit_height * y);
glm::vec2 size(unit_width, unit_height);
GameObject obj(pos, size, ResourceManager::GetTexture("block_solid"), glm::vec3(0.8f, 0.8f, 0.7f));
obj.IsSolid = true;
this->Bricks.push_back(obj);
}
else if (tileData[y][x] > 1) // non-solid; now determine its color based on level data
{
glm::vec3 color = glm::vec3(1.0f); // original: white
if (tileData[y][x] == 2)
color = glm::vec3(0.2f, 0.6f, 1.0f);
else if (tileData[y][x] == 3)
color = glm::vec3(0.0f, 0.7f, 0.0f);
else if (tileData[y][x] == 4)
color = glm::vec3(0.8f, 0.8f, 0.4f);
else if (tileData[y][x] == 5)
color = glm::vec3(1.0f, 0.5f, 0.0f);
glm::vec2 pos(unit_width * x, unit_height * y);
glm::vec2 size(unit_width, unit_height);
this->Bricks.push_back(GameObject(pos, size, ResourceManager::GetTexture("block"), color));
}
}
}
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef GAMELEVEL_H
#define GAMELEVEL_H
#include <vector>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "game_object.h"
#include "sprite_renderer.h"
#include "resource_manager.h"
/// GameLevel holds all Tiles as part of a Breakout level and
/// hosts functionality to Load/render levels from the harddisk.
class GameLevel
{
public:
// level state
std::vector<GameObject> Bricks;
// constructor
GameLevel() { }
// loads level from file
void Load(const char *file, unsigned int levelWidth, unsigned int levelHeight);
// render level
void Draw(SpriteRenderer &renderer);
// check if the level is completed (all non-solid tiles are destroyed)
bool IsCompleted();
private:
// initialize level from tile data
void init(std::vector<std::vector<unsigned int>> tileData, unsigned int levelWidth, unsigned int levelHeight);
};
#endif

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "game_object.h"
GameObject::GameObject()
: Position(0, 0), Size(1, 1), Velocity(0.0f), Color(1.0f), Rotation(0.0f), Sprite(), IsSolid(false), Destroyed(false) { }
GameObject::GameObject(glm::vec2 pos, glm::vec2 size, Texture2D sprite, glm::vec3 color, glm::vec2 velocity)
: Position(pos), Size(size), Velocity(velocity), Color(color), Rotation(0.0f), Sprite(sprite), IsSolid(false), Destroyed(false) { }
void GameObject::Draw(SpriteRenderer &renderer)
{
renderer.DrawSprite(this->Sprite, this->Position, this->Size, this->Rotation, this->Color);
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "texture.h"
#include "sprite_renderer.h"
// Container object for holding all state relevant for a single
// game object entity. Each object in the game likely needs the
// minimal of state as described within GameObject.
class GameObject
{
public:
// object state
glm::vec2 Position, Size, Velocity;
glm::vec3 Color;
float Rotation;
bool IsSolid;
bool Destroyed;
// render state
Texture2D Sprite;
// constructor(s)
GameObject();
GameObject(glm::vec2 pos, glm::vec2 size, Texture2D sprite, glm::vec3 color = glm::vec3(1.0f), glm::vec2 velocity = glm::vec2(0.0f, 0.0f));
// draw sprite
virtual void Draw(SpriteRenderer &renderer);
};
#endif

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1 2 1 2 1 2 1 2 1 2 1 2 1
2 2 2 2 2 2 2 2 2 2 2 2 2
2 1 3 1 4 1 5 1 4 1 3 1 2
2 3 3 4 4 5 5 5 4 4 3 3 2
2 1 3 1 4 1 5 1 4 1 3 1 2
2 2 3 3 4 4 5 4 4 3 3 2 2

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5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
4 4 4 4 4 0 0 0 0 0 4 4 4 4 4
4 1 4 1 4 0 0 1 0 0 4 1 4 1 4
3 3 3 3 3 0 0 0 0 0 3 3 3 3 3
3 3 1 3 3 3 3 3 3 3 3 3 1 3 3
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

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0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 2 0 0 0 0 0 0 0 2 0 0
0 0 0 2 0 0 0 0 0 2 0 0 0
0 0 0 5 5 5 5 5 5 5 0 0 0
0 0 5 5 0 5 5 5 0 5 5 0 0
0 5 5 5 5 5 5 5 5 5 5 5 0
0 3 0 1 1 1 1 1 1 1 0 3 0
0 3 0 3 0 0 0 0 0 3 0 3 0
0 0 0 0 4 4 0 4 4 0 0 0 0

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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
1 0 5 5 0 5 5 0 5 5 0 5 5 0 1
1 5 5 5 5 5 5 5 5 5 5 5 5 5 1
1 0 3 3 0 3 3 0 3 3 0 3 3 0 1
1 3 3 3 3 3 3 3 3 3 3 3 3 3 1
1 0 2 2 0 2 2 0 2 2 0 2 2 0 1
1 2 2 2 2 2 2 2 2 2 2 2 2 2 1
1 0 1 1 0 1 1 0 1 1 0 1 1 0 1

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "particle_generator.h"
ParticleGenerator::ParticleGenerator(Shader shader, Texture2D texture, unsigned int amount)
: shader(shader), texture(texture), amount(amount)
{
this->init();
}
void ParticleGenerator::Update(float dt, GameObject &object, unsigned int newParticles, glm::vec2 offset)
{
// add new particles
for (unsigned int i = 0; i < newParticles; ++i)
{
int unusedParticle = this->firstUnusedParticle();
this->respawnParticle(this->particles[unusedParticle], object, offset);
}
// update all particles
for (unsigned int i = 0; i < this->amount; ++i)
{
Particle &p = this->particles[i];
p.Life -= dt; // reduce life
if (p.Life > 0.0f)
{ // particle is alive, thus update
p.Position -= p.Velocity * dt;
p.Color.a -= dt * 2.5f;
}
}
}
// render all particles
void ParticleGenerator::Draw()
{
// use additive blending to give it a 'glow' effect
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
this->shader.Use();
for (Particle particle : this->particles)
{
if (particle.Life > 0.0f)
{
this->shader.SetVector2f("offset", particle.Position);
this->shader.SetVector4f("color", particle.Color);
this->texture.Bind();
glBindVertexArray(this->VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
}
// don't forget to reset to default blending mode
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void ParticleGenerator::init()
{
// set up mesh and attribute properties
unsigned int VBO;
float particle_quad[] = {
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(this->VAO);
// fill mesh buffer
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(particle_quad), particle_quad, GL_STATIC_DRAW);
// set mesh attributes
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), (GLvoid*)0);
glBindVertexArray(0);
// create this->amount default particle instances
for (unsigned int i = 0; i < this->amount; ++i)
this->particles.push_back(Particle());
}
// stores the index of the last particle used (for quick access to next dead particle)
unsigned int lastUsedParticle = 0;
unsigned int ParticleGenerator::firstUnusedParticle()
{
// first search from last used particle, this will usually return almost instantly
for (unsigned int i = lastUsedParticle; i < this->amount; ++i){
if (this->particles[i].Life <= 0.0f){
lastUsedParticle = i;
return i;
}
}
// otherwise, do a linear search
for (unsigned int i = 0; i < lastUsedParticle; ++i){
if (this->particles[i].Life <= 0.0f){
lastUsedParticle = i;
return i;
}
}
// all particles are taken, override the first one (note that if it repeatedly hits this case, more particles should be reserved)
lastUsedParticle = 0;
return 0;
}
void ParticleGenerator::respawnParticle(Particle &particle, GameObject &object, glm::vec2 offset)
{
float random = ((rand() % 100) - 50) / 10.0f;
float rColor = 0.5f + ((rand() % 100) / 100.0f);
particle.Position = object.Position + random + offset;
particle.Color = glm::vec4(rColor, rColor, rColor, 1.0f);
particle.Life = 1.0f;
particle.Velocity = object.Velocity * 0.1f;
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef PARTICLE_GENERATOR_H
#define PARTICLE_GENERATOR_H
#include <vector>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "shader.h"
#include "texture.h"
#include "game_object.h"
// Represents a single particle and its state
struct Particle {
glm::vec2 Position, Velocity;
glm::vec4 Color;
float Life;
Particle() : Position(0.0f), Velocity(0.0f), Color(1.0f), Life(0.0f) { }
};
// ParticleGenerator acts as a container for rendering a large number of
// particles by repeatedly spawning and updating particles and killing
// them after a given amount of time.
class ParticleGenerator
{
public:
// constructor
ParticleGenerator(Shader shader, Texture2D texture, unsigned int amount);
// update all particles
void Update(float dt, GameObject &object, unsigned int newParticles, glm::vec2 offset = glm::vec2(0.0f, 0.0f));
// render all particles
void Draw();
private:
// state
std::vector<Particle> particles;
unsigned int amount;
// render state
Shader shader;
Texture2D texture;
unsigned int VAO;
// initializes buffer and vertex attributes
void init();
// returns the first Particle index that's currently unused e.g. Life <= 0.0f or 0 if no particle is currently inactive
unsigned int firstUnusedParticle();
// respawns particle
void respawnParticle(Particle &particle, GameObject &object, glm::vec2 offset = glm::vec2(0.0f, 0.0f));
};
#endif

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "post_processor.h"
#include <iostream>
PostProcessor::PostProcessor(Shader shader, unsigned int width, unsigned int height)
: PostProcessingShader(shader), Texture(), Width(width), Height(height), Confuse(false), Chaos(false), Shake(false)
{
// initialize renderbuffer/framebuffer object
glGenFramebuffers(1, &this->MSFBO);
glGenFramebuffers(1, &this->FBO);
glGenRenderbuffers(1, &this->RBO);
// initialize renderbuffer storage with a multisampled color buffer (don't need a depth/stencil buffer)
glBindFramebuffer(GL_FRAMEBUFFER, this->MSFBO);
glBindRenderbuffer(GL_RENDERBUFFER, this->RBO);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGB, width, height); // allocate storage for render buffer object
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, this->RBO); // attach MS render buffer object to framebuffer
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::POSTPROCESSOR: Failed to initialize MSFBO" << std::endl;
// also initialize the FBO/texture to blit multisampled color-buffer to; used for shader operations (for postprocessing effects)
glBindFramebuffer(GL_FRAMEBUFFER, this->FBO);
this->Texture.Generate(width, height, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this->Texture.ID, 0); // attach texture to framebuffer as its color attachment
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::POSTPROCESSOR: Failed to initialize FBO" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// initialize render data and uniforms
this->initRenderData();
this->PostProcessingShader.SetInteger("scene", 0, true);
float offset = 1.0f / 300.0f;
float offsets[9][2] = {
{ -offset, offset }, // top-left
{ 0.0f, offset }, // top-center
{ offset, offset }, // top-right
{ -offset, 0.0f }, // center-left
{ 0.0f, 0.0f }, // center-center
{ offset, 0.0f }, // center - right
{ -offset, -offset }, // bottom-left
{ 0.0f, -offset }, // bottom-center
{ offset, -offset } // bottom-right
};
glUniform2fv(glGetUniformLocation(this->PostProcessingShader.ID, "offsets"), 9, (float*)offsets);
int edge_kernel[9] = {
-1, -1, -1,
-1, 8, -1,
-1, -1, -1
};
glUniform1iv(glGetUniformLocation(this->PostProcessingShader.ID, "edge_kernel"), 9, edge_kernel);
float blur_kernel[9] = {
1.0 / 16, 2.0 / 16, 1.0 / 16,
2.0 / 16, 4.0 / 16, 2.0 / 16,
1.0 / 16, 2.0 / 16, 1.0 / 16
};
glUniform1fv(glGetUniformLocation(this->PostProcessingShader.ID, "blur_kernel"), 9, blur_kernel);
}
void PostProcessor::BeginRender()
{
glBindFramebuffer(GL_FRAMEBUFFER, this->MSFBO);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
void PostProcessor::EndRender()
{
// now resolve multisampled color-buffer into intermediate FBO to store to texture
glBindFramebuffer(GL_READ_FRAMEBUFFER, this->MSFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this->FBO);
glBlitFramebuffer(0, 0, this->Width, this->Height, 0, 0, this->Width, this->Height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0); // binds both READ and WRITE framebuffer to default framebuffer
}
void PostProcessor::Render(float time)
{
// set uniforms/options
this->PostProcessingShader.Use();
this->PostProcessingShader.SetFloat("time", time);
this->PostProcessingShader.SetInteger("confuse", this->Confuse);
this->PostProcessingShader.SetInteger("chaos", this->Chaos);
this->PostProcessingShader.SetInteger("shake", this->Shake);
// render textured quad
glActiveTexture(GL_TEXTURE0);
this->Texture.Bind();
glBindVertexArray(this->VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void PostProcessor::initRenderData()
{
// configure VAO/VBO
unsigned int VBO;
float vertices[] = {
// pos // tex
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(this->VAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(GL_FLOAT), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef POST_PROCESSOR_H
#define POST_PROCESSOR_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "texture.h"
#include "sprite_renderer.h"
#include "shader.h"
// PostProcessor hosts all PostProcessing effects for the Breakout
// Game. It renders the game on a textured quad after which one can
// enable specific effects by enabling either the Confuse, Chaos or
// Shake boolean.
// It is required to call BeginRender() before rendering the game
// and EndRender() after rendering the game for the class to work.
class PostProcessor
{
public:
// state
Shader PostProcessingShader;
Texture2D Texture;
unsigned int Width, Height;
// options
bool Confuse, Chaos, Shake;
// constructor
PostProcessor(Shader shader, unsigned int width, unsigned int height);
// prepares the postprocessor's framebuffer operations before rendering the game
void BeginRender();
// should be called after rendering the game, so it stores all the rendered data into a texture object
void EndRender();
// renders the PostProcessor texture quad (as a screen-encompassing large sprite)
void Render(float time);
private:
// render state
unsigned int MSFBO, FBO; // MSFBO = Multisampled FBO. FBO is regular, used for blitting MS color-buffer to texture
unsigned int RBO; // RBO is used for multisampled color buffer
unsigned int VAO;
// initialize quad for rendering postprocessing texture
void initRenderData();
};
#endif

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef POWER_UP_H
#define POWER_UP_H
#include <string>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "game_object.h"
// The size of a PowerUp block
const glm::vec2 POWERUP_SIZE(60.0f, 20.0f);
// Velocity a PowerUp block has when spawned
const glm::vec2 VELOCITY(0.0f, 150.0f);
// PowerUp inherits its state and rendering functions from
// GameObject but also holds extra information to state its
// active duration and whether it is activated or not.
// The type of PowerUp is stored as a string.
class PowerUp : public GameObject
{
public:
// power-up state
std::string Type;
float Duration;
bool Activated;
// constructor
PowerUp(std::string type, glm::vec3 color, float duration, glm::vec2 position, Texture2D texture)
: GameObject(position, POWERUP_SIZE, texture, color, VELOCITY), Type(type), Duration(duration), Activated() { }
};
#endif

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "game.h"
#include "resource_manager.h"
#include <iostream>
// GLFW function declerations
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// The Width of the screen
const unsigned int SCREEN_WIDTH = 800;
// The height of the screen
const unsigned int SCREEN_HEIGHT = 600;
Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
int main(int argc, char *argv[])
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, false);
GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout", nullptr, nullptr);
glfwMakeContextCurrent(window);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glfwSetKeyCallback(window, key_callback);
// OpenGL configuration
// --------------------
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// initialize game
// ---------------
Breakout.Init();
// deltaTime variables
// -------------------
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// start game within menu state
// ----------------------------
Breakout.State = GAME_MENU;
while (!glfwWindowShouldClose(window))
{
// calculate delta time
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents();
// manage user input
// -----------------
Breakout.ProcessInput(deltaTime);
// update game state
// -----------------
Breakout.Update(deltaTime);
// render
// ------
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
Breakout.Render();
glfwSwapBuffers(window);
}
// delete all resources as loaded using the resource manager
// ---------------------------------------------------------
ResourceManager::Clear();
glfwTerminate();
return 0;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
// When a user presses the escape key, we set the WindowShouldClose property to true, closing the application
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (key >= 0 && key < 1024)
{
if (action == GLFW_PRESS)
Breakout.Keys[key] = true;
else if (action == GLFW_RELEASE)
{
Breakout.Keys[key] = false;
Breakout.KeysProcessed[key] = false;
}
}
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "resource_manager.h"
#include <iostream>
#include <sstream>
#include <fstream>
#include "stb_image.h"
// Instantiate static variables
std::map<std::string, Texture2D> ResourceManager::Textures;
std::map<std::string, Shader> ResourceManager::Shaders;
Shader ResourceManager::LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name)
{
Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
return Shaders[name];
}
Shader ResourceManager::GetShader(std::string name)
{
return Shaders[name];
}
Texture2D ResourceManager::LoadTexture(const char *file, bool alpha, std::string name)
{
Textures[name] = loadTextureFromFile(file, alpha);
return Textures[name];
}
Texture2D ResourceManager::GetTexture(std::string name)
{
return Textures[name];
}
void ResourceManager::Clear()
{
// (properly) delete all shaders
for (auto iter : Shaders)
glDeleteProgram(iter.second.ID);
// (properly) delete all textures
for (auto iter : Textures)
glDeleteTextures(1, &iter.second.ID);
}
Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
try
{
// open files
std::ifstream vertexShaderFile(vShaderFile);
std::ifstream fragmentShaderFile(fShaderFile);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vertexShaderFile.rdbuf();
fShaderStream << fragmentShaderFile.rdbuf();
// close file handlers
vertexShaderFile.close();
fragmentShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
// if geometry shader path is present, also load a geometry shader
if (gShaderFile != nullptr)
{
std::ifstream geometryShaderFile(gShaderFile);
std::stringstream gShaderStream;
gShaderStream << geometryShaderFile.rdbuf();
geometryShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch (std::exception e)
{
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
}
const char *vShaderCode = vertexCode.c_str();
const char *fShaderCode = fragmentCode.c_str();
const char *gShaderCode = geometryCode.c_str();
// 2. now create shader object from source code
Shader shader;
shader.Compile(vShaderCode, fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
return shader;
}
Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha)
{
// create texture object
Texture2D texture;
if (alpha)
{
texture.Internal_Format = GL_RGBA;
texture.Image_Format = GL_RGBA;
}
// load image
//int width, height;
//unsigned char* image = SOIL_load_image(file, &width, &height, 0, texture.Image_Format == GL_RGBA ? SOIL_LOAD_RGBA : SOIL_LOAD_RGB);
int width, height, nrChannels;
unsigned char* data = stbi_load(file, &width, &height, &nrChannels, 0);
// now generate texture
texture.Generate(width, height, data);
// and finally free image data
//SOIL_free_image_data(image);
stbi_image_free(data);
return texture;
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef RESOURCE_MANAGER_H
#define RESOURCE_MANAGER_H
#include <map>
#include <string>
#include <glad/glad.h>
#include "texture.h"
#include "shader.h"
// A static singleton ResourceManager class that hosts several
// functions to load Textures and Shaders. Each loaded texture
// and/or shader is also stored for future reference by string
// handles. All functions and resources are static and no
// public constructor is defined.
class ResourceManager
{
public:
// resource storage
static std::map<std::string, Shader> Shaders;
static std::map<std::string, Texture2D> Textures;
// loads (and generates) a shader program from file loading vertex, fragment (and geometry) shader's source code. If gShaderFile is not nullptr, it also loads a geometry shader
static Shader LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name);
// retrieves a stored sader
static Shader GetShader(std::string name);
// loads (and generates) a texture from file
static Texture2D LoadTexture(const char *file, bool alpha, std::string name);
// retrieves a stored texture
static Texture2D GetTexture(std::string name);
// properly de-allocates all loaded resources
static void Clear();
private:
// private constructor, that is we do not want any actual resource manager objects. Its members and functions should be publicly available (static).
ResourceManager() { }
// loads and generates a shader from file
static Shader loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile = nullptr);
// loads a single texture from file
static Texture2D loadTextureFromFile(const char *file, bool alpha);
};
#endif

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "shader.h"
#include <iostream>
Shader &Shader::Use()
{
glUseProgram(this->ID);
return *this;
}
void Shader::Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource)
{
unsigned int sVertex, sFragment, gShader;
// vertex Shader
sVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(sVertex, 1, &vertexSource, NULL);
glCompileShader(sVertex);
checkCompileErrors(sVertex, "VERTEX");
// fragment Shader
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(sFragment, 1, &fragmentSource, NULL);
glCompileShader(sFragment);
checkCompileErrors(sFragment, "FRAGMENT");
// if geometry shader source code is given, also compile geometry shader
if (geometrySource != nullptr)
{
gShader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(gShader, 1, &geometrySource, NULL);
glCompileShader(gShader);
checkCompileErrors(gShader, "GEOMETRY");
}
// shader program
this->ID = glCreateProgram();
glAttachShader(this->ID, sVertex);
glAttachShader(this->ID, sFragment);
if (geometrySource != nullptr)
glAttachShader(this->ID, gShader);
glLinkProgram(this->ID);
checkCompileErrors(this->ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(sVertex);
glDeleteShader(sFragment);
if (geometrySource != nullptr)
glDeleteShader(gShader);
}
void Shader::SetFloat(const char *name, float value, bool useShader)
{
if (useShader)
this->Use();
glUniform1f(glGetUniformLocation(this->ID, name), value);
}
void Shader::SetInteger(const char *name, int value, bool useShader)
{
if (useShader)
this->Use();
glUniform1i(glGetUniformLocation(this->ID, name), value);
}
void Shader::SetVector2f(const char *name, float x, float y, bool useShader)
{
if (useShader)
this->Use();
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
}
void Shader::SetVector2f(const char *name, const glm::vec2 &value, bool useShader)
{
if (useShader)
this->Use();
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
}
void Shader::SetVector3f(const char *name, float x, float y, float z, bool useShader)
{
if (useShader)
this->Use();
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
}
void Shader::SetVector3f(const char *name, const glm::vec3 &value, bool useShader)
{
if (useShader)
this->Use();
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
}
void Shader::SetVector4f(const char *name, float x, float y, float z, float w, bool useShader)
{
if (useShader)
this->Use();
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
}
void Shader::SetVector4f(const char *name, const glm::vec4 &value, bool useShader)
{
if (useShader)
this->Use();
glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z, value.w);
}
void Shader::SetMatrix4(const char *name, const glm::mat4 &matrix, bool useShader)
{
if (useShader)
this->Use();
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, false, glm::value_ptr(matrix));
}
void Shader::checkCompileErrors(unsigned int object, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(object, 1024, NULL, infoLog);
std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
<< infoLog << "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
else
{
glGetProgramiv(object, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(object, 1024, NULL, infoLog);
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
<< infoLog << "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
// General purpsoe shader object. Compiles from file, generates
// compile/link-time error messages and hosts several utility
// functions for easy management.
class Shader
{
public:
// state
unsigned int ID;
// constructor
Shader() { }
// sets the current shader as active
Shader &Use();
// compiles the shader from given source code
void Compile(const char *vertexSource, const char *fragmentSource, const char *geometrySource = nullptr); // note: geometry source code is optional
// utility functions
void SetFloat (const char *name, float value, bool useShader = false);
void SetInteger (const char *name, int value, bool useShader = false);
void SetVector2f (const char *name, float x, float y, bool useShader = false);
void SetVector2f (const char *name, const glm::vec2 &value, bool useShader = false);
void SetVector3f (const char *name, float x, float y, float z, bool useShader = false);
void SetVector3f (const char *name, const glm::vec3 &value, bool useShader = false);
void SetVector4f (const char *name, float x, float y, float z, float w, bool useShader = false);
void SetVector4f (const char *name, const glm::vec4 &value, bool useShader = false);
void SetMatrix4 (const char *name, const glm::mat4 &matrix, bool useShader = false);
private:
// checks if compilation or linking failed and if so, print the error logs
void checkCompileErrors(unsigned int object, std::string type);
};
#endif

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#version 330 core
in vec2 TexCoords;
in vec4 ParticleColor;
out vec4 color;
uniform sampler2D sprite;
void main()
{
color = (texture(sprite, TexCoords) * ParticleColor);
}

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#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 position, vec2 texCoords>
out vec2 TexCoords;
out vec4 ParticleColor;
uniform mat4 projection;
uniform vec2 offset;
uniform vec4 color;
void main()
{
float scale = 10.0f;
TexCoords = vertex.zw;
ParticleColor = color;
gl_Position = projection * vec4((vertex.xy * scale) + offset, 0.0, 1.0);
}

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#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D scene;
uniform vec2 offsets[9];
uniform int edge_kernel[9];
uniform float blur_kernel[9];
uniform bool chaos;
uniform bool confuse;
uniform bool shake;
void main()
{
vec3 sample[9];
// sample from texture offsets if using convolution matrix
if(chaos || shake)
for(int i = 0; i < 9; i++)
sample[i] = vec3(texture(scene, TexCoords.st + offsets[i]));
// process effects
if(chaos)
{
for(int i = 0; i < 9; i++)
color += vec4(sample[i] * edge_kernel[i], 0.0f);
color.a = 1.0f;
}
else if(confuse)
{
color = vec4(1.0 - texture(scene, TexCoords).rgb, 1.0);
}
else if(shake)
{
for(int i = 0; i < 9; i++)
color += vec4(sample[i] * blur_kernel[i], 0.0f);
color.a = 1.0f;
}
else
{
color = texture(scene, TexCoords);
}
}

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#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 position, vec2 texCoords>
out vec2 TexCoords;
uniform bool chaos;
uniform bool confuse;
uniform bool shake;
uniform float time;
void main()
{
gl_Position = vec4(vertex.xy, 0.0f, 1.0f);
vec2 texture = vertex.zw;
if(chaos)
{
float strength = 0.3;
vec2 pos = vec2(texture.x + sin(time) * strength, texture.y + cos(time) * strength);
TexCoords = pos;
}
else if(confuse)
{
TexCoords = vec2(1.0 - texture.x, 1.0 - texture.y);
}
else
{
TexCoords = texture;
}
if (shake)
{
float strength = 0.01;
gl_Position.x += cos(time * 10) * strength;
gl_Position.y += cos(time * 15) * strength;
}
}

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#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D sprite;
uniform vec3 spriteColor;
void main()
{
color = vec4(spriteColor, 1.0) * texture(sprite, TexCoords);
}

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#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 position, vec2 texCoords>
out vec2 TexCoords;
uniform mat4 model;
// note that we're omitting the view matrix; the view never changes so we basically have an identity view matrix and can therefore omit it.
uniform mat4 projection;
void main()
{
TexCoords = vertex.zw;
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
}

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#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}

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#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "sprite_renderer.h"
SpriteRenderer::SpriteRenderer(Shader &shader)
{
this->shader = shader;
this->initRenderData();
}
SpriteRenderer::~SpriteRenderer()
{
glDeleteVertexArrays(1, &this->quadVAO);
}
void SpriteRenderer::DrawSprite(Texture2D &texture, glm::vec2 position, glm::vec2 size, float rotate, glm::vec3 color)
{
// prepare transformations
this->shader.Use();
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(position, 0.0f)); // first translate (transformations are: scale happens first, then rotation, and then final translation happens; reversed order)
model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f)); // move origin of rotation to center of quad
model = glm::rotate(model, rotate, glm::vec3(0.0f, 0.0f, 1.0f)); // then rotate
model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f)); // move origin back
model = glm::scale(model, glm::vec3(size, 1.0f)); // last scale
this->shader.SetMatrix4("model", model);
// render textured quad
this->shader.SetVector3f("spriteColor", color);
glActiveTexture(GL_TEXTURE0);
texture.Bind();
glBindVertexArray(this->quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void SpriteRenderer::initRenderData()
{
// configure VAO/VBO
unsigned int VBO;
float vertices[] = {
// pos // tex
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &this->quadVAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(this->quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef SPRITE_RENDERER_H
#define SPRITE_RENDERER_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "texture.h"
#include "shader.h"
class SpriteRenderer
{
public:
// Constructor (inits shaders/shapes)
SpriteRenderer(Shader &shader);
// Destructor
~SpriteRenderer();
// Renders a defined quad textured with given sprite
void DrawSprite(Texture2D &texture, glm::vec2 position, glm::vec2 size = glm::vec2(10.0f, 10.0f), float rotate = 0.0f, glm::vec3 color = glm::vec3(1.0f));
private:
// Render state
Shader shader;
unsigned int quadVAO;
// Initializes and configures the quad's buffer and vertex attributes
void initRenderData();
};
#endif

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#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include <ft2build.h>
#include FT_FREETYPE_H
#include "text_renderer.h"
#include "resource_manager.h"
TextRenderer::TextRenderer(unsigned int width, unsigned int height)
{
// load and configure shader
this->TextShader = ResourceManager::LoadShader("shaders/text.vs", "shaders/text.frag", nullptr, "text");
this->TextShader.SetMatrix4("projection", glm::ortho(0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f), true);
this->TextShader.SetInteger("text", 0);
// configure VAO/VBO for texture quads
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glBindVertexArray(this->VAO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void TextRenderer::Load(std::string font, unsigned int fontSize)
{
// first clear the previously loaded Characters
this->Characters.clear();
// then initialize and load the FreeType library
FT_Library ft;
if (FT_Init_FreeType(&ft)) // all functions return a value different than 0 whenever an error occurred
std::cout << "ERROR::FREETYPE: Could not init FreeType Library" << std::endl;
// load font as face
FT_Face face;
if (FT_New_Face(ft, font.c_str(), 0, &face))
std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
// set size to load glyphs as
FT_Set_Pixel_Sizes(face, 0, fontSize);
// disable byte-alignment restriction
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// then for the first 128 ASCII characters, pre-load/compile their characters and store them
for (GLubyte c = 0; c < 128; c++) // lol see what I did there
{
// load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
std::cout << "ERROR::FREETYTPE: Failed to load Glyph" << std::endl;
continue;
}
// generate texture
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
// set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// now store character for later use
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
face->glyph->advance.x
};
Characters.insert(std::pair<char, Character>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
// destroy FreeType once we're finished
FT_Done_Face(face);
FT_Done_FreeType(ft);
}
void TextRenderer::RenderText(std::string text, float x, float y, float scale, glm::vec3 color)
{
// activate corresponding render state
this->TextShader.Use();
this->TextShader.SetVector3f("textColor", color);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(this->VAO);
// iterate through all characters
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++)
{
Character ch = Characters[*c];
float xpos = x + ch.Bearing.x * scale;
float ypos = y + (this->Characters['H'].Bearing.y - ch.Bearing.y) * scale;
float w = ch.Size.x * scale;
float h = ch.Size.y * scale;
// update VBO for each character
float vertices[6][4] = {
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos + w, ypos, 1.0, 0.0 },
{ xpos, ypos, 0.0, 0.0 },
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos + w, ypos + h, 1.0, 1.0 },
{ xpos + w, ypos, 1.0, 0.0 }
};
// render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // be sure to use glBufferSubData and not glBufferData
glBindBuffer(GL_ARRAY_BUFFER, 0);
// render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
// now advance cursors for next glyph
x += (ch.Advance >> 6) * scale; // bitshift by 6 to get value in pixels (1/64th times 2^6 = 64)
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef TEXT_RENDERER_H
#define TEXT_RENDERER_H
#include <map>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "texture.h"
#include "shader.h"
/// Holds all state information relevant to a character as loaded using FreeType
struct Character {
unsigned int TextureID; // ID handle of the glyph texture
glm::ivec2 Size; // size of glyph
glm::ivec2 Bearing; // offset from baseline to left/top of glyph
unsigned int Advance; // horizontal offset to advance to next glyph
};
// A renderer class for rendering text displayed by a font loaded using the
// FreeType library. A single font is loaded, processed into a list of Character
// items for later rendering.
class TextRenderer
{
public:
// holds a list of pre-compiled Characters
std::map<char, Character> Characters;
// shader used for text rendering
Shader TextShader;
// constructor
TextRenderer(unsigned int width, unsigned int height);
// pre-compiles a list of characters from the given font
void Load(std::string font, unsigned int fontSize);
// renders a string of text using the precompiled list of characters
void RenderText(std::string text, float x, float y, float scale, glm::vec3 color = glm::vec3(1.0f));
private:
// render state
unsigned int VAO, VBO;
};
#endif

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include <iostream>
#include "texture.h"
Texture2D::Texture2D()
: Width(0), Height(0), Internal_Format(GL_RGB), Image_Format(GL_RGB), Wrap_S(GL_REPEAT), Wrap_T(GL_REPEAT), Filter_Min(GL_LINEAR), Filter_Max(GL_LINEAR)
{
glGenTextures(1, &this->ID);
}
void Texture2D::Generate(unsigned int width, unsigned int height, unsigned char* data)
{
this->Width = width;
this->Height = height;
// create Texture
glBindTexture(GL_TEXTURE_2D, this->ID);
glTexImage2D(GL_TEXTURE_2D, 0, this->Internal_Format, width, height, 0, this->Image_Format, GL_UNSIGNED_BYTE, data);
// set Texture wrap and filter modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->Wrap_T);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Max);
// unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture2D::Bind() const
{
glBindTexture(GL_TEXTURE_2D, this->ID);
}

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/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef TEXTURE_H
#define TEXTURE_H
#include <glad/glad.h>
// Texture2D is able to store and configure a texture in OpenGL.
// It also hosts utility functions for easy management.
class Texture2D
{
public:
// holds the ID of the texture object, used for all texture operations to reference to this particlar texture
unsigned int ID;
// texture image dimensions
unsigned int Width, Height; // width and height of loaded image in pixels
// texture Format
unsigned int Internal_Format; // format of texture object
unsigned int Image_Format; // format of loaded image
// texture configuration
unsigned int Wrap_S; // wrapping mode on S axis
unsigned int Wrap_T; // wrapping mode on T axis
unsigned int Filter_Min; // filtering mode if texture pixels < screen pixels
unsigned int Filter_Max; // filtering mode if texture pixels > screen pixels
// constructor (sets default texture modes)
Texture2D();
// generates texture from image data
void Generate(unsigned int width, unsigned int height, unsigned char* data);
// binds the texture as the current active GL_TEXTURE_2D texture object
void Bind() const;
};
#endif

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