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).
@@ -161,7 +161,9 @@ set(6.pbr
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set(7.in_practice
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set(7.in_practice
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||||||
1.debugging
|
1.debugging
|
||||||
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# 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
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# 2.text_rendering
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# 3.2d_game
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||||||
)
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)
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BIN
src/7.in_practice/3.2d_game/0.full_source/audio/bleep.mp3
Normal file
BIN
src/7.in_practice/3.2d_game/0.full_source/audio/bleep.wav
Normal file
BIN
src/7.in_practice/3.2d_game/0.full_source/audio/breakout.mp3
Normal file
BIN
src/7.in_practice/3.2d_game/0.full_source/audio/powerup.wav
Normal file
BIN
src/7.in_practice/3.2d_game/0.full_source/audio/solid.wav
Normal file
54
src/7.in_practice/3.2d_game/0.full_source/ball_object.cpp
Normal file
@@ -0,0 +1,54 @@
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/******************************************************************
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||||||
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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
|
||||||
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** Creative Commons, either version 4 of the License, or (at your
|
||||||
|
** option) any later version.
|
||||||
|
******************************************************************/
|
||||||
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#include "ball_object.h"
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||||||
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BallObject::BallObject()
|
||||||
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: GameObject(), Radius(12.5f), Stuck(true), Sticky(false), PassThrough(false) { }
|
||||||
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|
||||||
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BallObject::BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite)
|
||||||
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: GameObject(pos, glm::vec2(radius * 2.0f, radius * 2.0f), sprite, glm::vec3(1.0f), velocity), Radius(radius), Stuck(true), Sticky(false), PassThrough(false) { }
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|
||||||
|
glm::vec2 BallObject::Move(float dt, unsigned int window_width)
|
||||||
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{
|
||||||
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// If not stuck to player board
|
||||||
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if (!this->Stuck)
|
||||||
|
{
|
||||||
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// Move the ball
|
||||||
|
this->Position += this->Velocity * dt;
|
||||||
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// Then check if outside window bounds and if so, reverse velocity and restore at correct position
|
||||||
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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;
|
||||||
|
}
|
||||||
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if (this->Position.y <= 0.0f)
|
||||||
|
{
|
||||||
|
this->Velocity.y = -this->Velocity.y;
|
||||||
|
this->Position.y = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
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return this->Position;
|
||||||
|
}
|
||||||
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|
||||||
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// Resets the ball to initial Stuck Position (if ball is outside window bounds)
|
||||||
|
void BallObject::Reset(glm::vec2 position, glm::vec2 velocity)
|
||||||
|
{
|
||||||
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this->Position = position;
|
||||||
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this->Velocity = velocity;
|
||||||
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this->Stuck = true;
|
||||||
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this->Sticky = false;
|
||||||
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this->PassThrough = false;
|
||||||
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|
||||||
|
}
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39
src/7.in_practice/3.2d_game/0.full_source/ball_object.h
Normal file
@@ -0,0 +1,39 @@
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/*******************************************************************
|
||||||
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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
|
||||||
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** Creative Commons, either version 4 of the License, or (at your
|
||||||
|
** option) any later version.
|
||||||
|
******************************************************************/
|
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#ifndef BALLOBJECT_H
|
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#define BALLOBJECT_H
|
||||||
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#include <glad/glad.h>
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#include <glm/glm.hpp>
|
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#include "texture.h"
|
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#include "power_up.h"
|
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|
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|
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// BallObject holds the state of the Ball object inheriting
|
||||||
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// relevant state data from GameObject. Contains some extra
|
||||||
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// functionality specific to Breakout's ball object that
|
||||||
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// were too specific for within GameObject alone.
|
||||||
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class BallObject : public GameObject
|
||||||
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{
|
||||||
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public:
|
||||||
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// Ball state
|
||||||
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float Radius;
|
||||||
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bool Stuck;
|
||||||
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bool Sticky, PassThrough;
|
||||||
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// Constructor(s)
|
||||||
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BallObject();
|
||||||
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BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite);
|
||||||
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// Moves the ball, keeping it constrained within the window bounds (except bottom edge); returns new position
|
||||||
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glm::vec2 Move(float dt, unsigned int window_width);
|
||||||
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// Resets the ball to original state with given position and velocity
|
||||||
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void Reset(glm::vec2 position, glm::vec2 velocity);
|
||||||
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};
|
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|
||||||
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#endif
|
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BIN
src/7.in_practice/3.2d_game/0.full_source/fonts/OCRAEXT.TTF
Normal file
551
src/7.in_practice/3.2d_game/0.full_source/game.cpp
Normal file
@@ -0,0 +1,551 @@
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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.
|
||||||
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******************************************************************/
|
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#include <algorithm>
|
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#include <sstream>
|
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|
||||||
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#include <irrklang/irrKlang.h>
|
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using namespace irrklang;
|
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|
||||||
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#include "game.h"
|
||||||
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#include "resource_manager.h"
|
||||||
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#include "sprite_renderer.h"
|
||||||
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#include "game_object.h"
|
||||||
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#include "ball_object.h"
|
||||||
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#include "particle_generator.h"
|
||||||
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#include "post_processor.h"
|
||||||
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#include "text_renderer.h"
|
||||||
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|
||||||
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|
||||||
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// Game-related State data
|
||||||
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SpriteRenderer *Renderer;
|
||||||
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GameObject *Player;
|
||||||
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BallObject *Ball;
|
||||||
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ParticleGenerator *Particles;
|
||||||
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PostProcessor *Effects;
|
||||||
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ISoundEngine *SoundEngine = createIrrKlangDevice();
|
||||||
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float ShakeTime = 0.0f;
|
||||||
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TextRenderer *Text;
|
||||||
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|
||||||
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|
||||||
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Game::Game(unsigned int width, unsigned int height)
|
||||||
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: State(GAME_MENU), Keys(), Width(width), Height(height), Level(0), Lives(3)
|
||||||
|
{
|
||||||
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|
||||||
|
}
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||||||
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|
||||||
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Game::~Game()
|
||||||
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{
|
||||||
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delete Renderer;
|
||||||
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delete Player;
|
||||||
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delete Ball;
|
||||||
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delete Particles;
|
||||||
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delete Effects;
|
||||||
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delete Text;
|
||||||
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SoundEngine->drop();
|
||||||
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}
|
||||||
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|
||||||
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void Game::Init()
|
||||||
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{
|
||||||
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// load shaders
|
||||||
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ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite");
|
||||||
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ResourceManager::LoadShader("shaders/particle.vs", "shaders/particle.frag", nullptr, "particle");
|
||||||
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ResourceManager::LoadShader("shaders/post_processing.vs", "shaders/post_processing.frag", nullptr, "postprocessing");
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||||||
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// configure shaders
|
||||||
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
|
||||||
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ResourceManager::GetShader("sprite").Use().SetInteger("sprite", 0);
|
||||||
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
|
||||||
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ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
|
||||||
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ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
|
||||||
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// load textures
|
||||||
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ResourceManager::LoadTexture("textures/background.jpg", false, "background");
|
||||||
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ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
|
||||||
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ResourceManager::LoadTexture("textures/block.png", false, "block");
|
||||||
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ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
|
||||||
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ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
|
||||||
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ResourceManager::LoadTexture("textures/particle.png", true, "particle");
|
||||||
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ResourceManager::LoadTexture("textures/powerup_speed.png", true, "powerup_speed");
|
||||||
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ResourceManager::LoadTexture("textures/powerup_sticky.png", true, "powerup_sticky");
|
||||||
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ResourceManager::LoadTexture("textures/powerup_increase.png", true, "powerup_increase");
|
||||||
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ResourceManager::LoadTexture("textures/powerup_confuse.png", true, "powerup_confuse");
|
||||||
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ResourceManager::LoadTexture("textures/powerup_chaos.png", true, "powerup_chaos");
|
||||||
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ResourceManager::LoadTexture("textures/powerup_passthrough.png", true, "powerup_passthrough");
|
||||||
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// set render-specific controls
|
||||||
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
|
||||||
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Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
|
||||||
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Effects = new PostProcessor(ResourceManager::GetShader("postprocessing"), this->Width, this->Height);
|
||||||
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Text = new TextRenderer(this->Width, this->Height);
|
||||||
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Text->Load("fonts/OCRAEXT.TTF", 24);
|
||||||
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// load levels
|
||||||
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GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
|
||||||
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GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height /2 );
|
||||||
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GameLevel three; three.Load("levels/three.lvl", this->Width, this->Height / 2);
|
||||||
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GameLevel four; four.Load("levels/four.lvl", this->Width, this->Height / 2);
|
||||||
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this->Levels.push_back(one);
|
||||||
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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"));
|
||||||
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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"));
|
||||||
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// audio
|
||||||
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SoundEngine->play2D("audio/breakout.mp3", true);
|
||||||
|
}
|
||||||
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|
||||||
|
void Game::Update(float dt)
|
||||||
|
{
|
||||||
|
// update objects
|
||||||
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Ball->Move(dt, this->Width);
|
||||||
|
// check for collisions
|
||||||
|
this->DoCollisions();
|
||||||
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// update particles
|
||||||
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Particles->Update(dt, *Ball, 2, glm::vec2(Ball->Radius / 2.0f));
|
||||||
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// update PowerUps
|
||||||
|
this->UpdatePowerUps(dt);
|
||||||
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// reduce shake time
|
||||||
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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;
|
||||||
|
}
|
||||||
80
src/7.in_practice/3.2d_game/0.full_source/game.h
Normal file
@@ -0,0 +1,80 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
93
src/7.in_practice/3.2d_game/0.full_source/game_level.cpp
Normal file
@@ -0,0 +1,93 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
41
src/7.in_practice/3.2d_game/0.full_source/game_level.h
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
21
src/7.in_practice/3.2d_game/0.full_source/game_object.cpp
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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);
|
||||||
|
}
|
||||||
40
src/7.in_practice/3.2d_game/0.full_source/game_object.h
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
1840
src/7.in_practice/3.2d_game/0.full_source/glad.c
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
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
|
||||||
8
src/7.in_practice/3.2d_game/0.full_source/levels/one.lvl
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
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
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
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
|
||||||
8
src/7.in_practice/3.2d_game/0.full_source/levels/two.lvl
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
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
|
||||||
120
src/7.in_practice/3.2d_game/0.full_source/particle_generator.cpp
Normal file
@@ -0,0 +1,120 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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;
|
||||||
|
}
|
||||||
@@ -0,0 +1,59 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
120
src/7.in_practice/3.2d_game/0.full_source/post_processor.cpp
Normal file
@@ -0,0 +1,120 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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);
|
||||||
|
}
|
||||||
52
src/7.in_practice/3.2d_game/0.full_source/post_processor.h
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
41
src/7.in_practice/3.2d_game/0.full_source/power_up.h
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
117
src/7.in_practice/3.2d_game/0.full_source/program.cpp
Normal file
@@ -0,0 +1,117 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
119
src/7.in_practice/3.2d_game/0.full_source/resource_manager.cpp
Normal file
@@ -0,0 +1,119 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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;
|
||||||
|
}
|
||||||
51
src/7.in_practice/3.2d_game/0.full_source/resource_manager.h
Normal file
@@ -0,0 +1,51 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
137
src/7.in_practice/3.2d_game/0.full_source/shader.cpp
Normal file
@@ -0,0 +1,137 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
48
src/7.in_practice/3.2d_game/0.full_source/shader.h
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
#version 330 core
|
||||||
|
in vec2 TexCoords;
|
||||||
|
in vec4 ParticleColor;
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
uniform sampler2D sprite;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
color = (texture(sprite, TexCoords) * ParticleColor);
|
||||||
|
}
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
@@ -0,0 +1,43 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,35 @@
|
|||||||
|
#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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
14
src/7.in_practice/3.2d_game/0.full_source/shaders/sprite.vs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
12
src/7.in_practice/3.2d_game/0.full_source/shaders/text.frag
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#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;
|
||||||
|
}
|
||||||
11
src/7.in_practice/3.2d_game/0.full_source/shaders/text.vs
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
#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;
|
||||||
|
}
|
||||||
@@ -0,0 +1,75 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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);
|
||||||
|
}
|
||||||
37
src/7.in_practice/3.2d_game/0.full_source/sprite_renderer.h
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
2
src/7.in_practice/3.2d_game/0.full_source/stb_image.cpp
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include "stb_image.h"
|
||||||
140
src/7.in_practice/3.2d_game/0.full_source/text_renderer.cpp
Normal file
@@ -0,0 +1,140 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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);
|
||||||
|
}
|
||||||
51
src/7.in_practice/3.2d_game/0.full_source/text_renderer.h
Normal file
@@ -0,0 +1,51 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
39
src/7.in_practice/3.2d_game/0.full_source/texture.cpp
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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);
|
||||||
|
}
|
||||||
39
src/7.in_practice/3.2d_game/0.full_source/texture.h
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
/*******************************************************************
|
||||||
|
** 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
|
||||||
|
After Width: | Height: | Size: 73 KiB |
|
After Width: | Height: | Size: 298 KiB |
BIN
src/7.in_practice/3.2d_game/0.full_source/textures/block.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
|
After Width: | Height: | Size: 48 KiB |
BIN
src/7.in_practice/3.2d_game/0.full_source/textures/paddle.png
Normal file
|
After Width: | Height: | Size: 33 KiB |
BIN
src/7.in_practice/3.2d_game/0.full_source/textures/particle.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 25 KiB |
|
After Width: | Height: | Size: 18 KiB |
|
After Width: | Height: | Size: 18 KiB |
|
After Width: | Height: | Size: 21 KiB |
|
After Width: | Height: | Size: 15 KiB |