Rendering sprites
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1
.gitattributes
vendored
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.gitattributes
vendored
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*.png filter=lfs diff=lfs merge=lfs -text
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shader.fs
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11
shader.fs
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D image;
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uniform vec3 spriteColor;
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void main()
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{
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color = vec4(spriteColor, 1.0) * texture(image, TexCoords);
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}
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13
shader.vs
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13
shader.vs
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#version 330 core
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layout (location=0) in vec4 vertex;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 projection;
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void main()
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{
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TexCoords = vertex.zw;
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gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
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}
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20
src/game.cpp
20
src/game.cpp
@@ -1,18 +1,32 @@
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#include "game.h"
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#include <iostream>
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SpriteRenderer* Renderer;
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Game::~Game()
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{
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delete Renderer;
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}
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Game::Game(unsigned int width, unsigned int height)
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: State(GAME_ACTIVE), Keys(), Width(width), Height(height)
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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("shader.vs", "shader.fs", nullptr, "sprite");
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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("image", 0);
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
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// set render-specific controls
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
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// load textures
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ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
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}
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@@ -29,5 +43,5 @@ void Game::Update(float dt)
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void Game::Render()
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{
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Renderer->DrawSprite(ResourceManager::GetTexture("face"), glm::vec2(200.0f, 200.0f), glm::vec2(300.0f, 400.0f), 45.0f, glm::vec3(0.0f, 1.0f,0.0f));
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}
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@@ -1,4 +1,7 @@
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#pragma once
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#include "spriterenderer.h"
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#include "resourcemanager.h"
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// Represent the curreent state of the game
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enum GameState {
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GAME_ACTIVE,
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@@ -10,7 +13,7 @@ class Game {
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// game state
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GameState State;
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bool Keys[1024];
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unsigned int width, height;
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unsigned int Width, Height;
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// constructor / destructor
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Game(unsigned int width, unsigned int height);
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~Game();
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61
src/spriterenderer.cpp
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61
src/spriterenderer.cpp
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#include "spriterenderer.h"
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SpriteRenderer::SpriteRenderer(const Shader& shader)
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{
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this->shader = shader;
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this->initRenderData();
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}
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SpriteRenderer::~SpriteRenderer()
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{
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glDeleteVertexArrays(1, &this->quadVAO);
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}
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void SpriteRenderer::initRenderData()
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{
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unsigned int VBO;
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float vertices [] = {
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 0.0f, 1.0f, 0.0f
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};
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glGenVertexArrays(1, &this->quadVAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindVertexArray(this->quadVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void SpriteRenderer::DrawSprite(const Texture2D& texture, glm::vec2 position, glm::vec2 size, float rotate, glm::vec3 color )
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{
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// prepare transformations
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this->shader.Use();
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, glm::vec3(position, 0.0f));
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model = glm::translate(model, glm::vec3(0.5f * size.x , 0.5f * size.y, 0.0f));
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model = glm::rotate(model, glm::radians(rotate), glm::vec3(0.0f,0.0f, 1.0f));
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model = glm::translate(model, glm::vec3(-0.5 * size.x ,-0.5 * size.y, 0.0f));
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model = glm::scale(model, glm::vec3(size, 1.0f));
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this->shader.SetMatrix4("model", model);
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this->shader.SetVector3f("spriteColor", color);
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glActiveTexture(GL_TEXTURE0);
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texture.Bind();
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glBindVertexArray(this->quadVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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28
src/spriterenderer.h
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28
src/spriterenderer.h
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#pragma once
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#include <glad/glad.h>
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#include "glm/glm.hpp"
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#include "shader.h"
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#include "texture2d.h"
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class SpriteRenderer
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{
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public:
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SpriteRenderer(const Shader& shader);
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~SpriteRenderer();
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void DrawSprite(
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const Texture2D& texture,
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glm::vec2 position,
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glm::vec2 size = glm::vec2(10.0f, 10.0f),
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float rotate = 0.0f,
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glm::vec3 color = glm::vec3(1.0f)
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);
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private:
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Shader shader;
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unsigned int quadVAO;
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void initRenderData();
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};
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BIN
textures/awesomeface.png
LFS
Normal file
BIN
textures/awesomeface.png
LFS
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