Making antialiasing test
This commit is contained in:
1 parent
ed4a0178da
commit
f2e238ed5e
67 files changed
+107
-922
No files matched your search
+98
-403
@@ -7,47 +7,8 @@
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "menucode.h"
|
||||
|
||||
#include "main_code.h"
|
||||
|
||||
boost::signals2::signal<void (Vector2f)> OnTapUpSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnTapUpAfterMoveSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnTapDownSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnFlingSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnScrollSignal;
|
||||
|
||||
boost::signals2::signal<void ()> OnDrawSignal;
|
||||
|
||||
|
||||
const std::string CONST_BLOCK_TEXTURE1 = "block1";
|
||||
const std::string CONST_BLOCK_TEXTURE2 = "block2";
|
||||
const std::string CONST_BLOCK_TEXTURE3 = "block3";
|
||||
|
||||
const std::string CONST_BONUS_GOTHROUGH_TEXTURE = "bonus_gothrough";
|
||||
const std::string CONST_BONUS_MULTIPLIER_TEXTURE = "bonus_multiplier";
|
||||
const std::string CONST_BONUS_FLOOR_TEXTURE = "bonus_floor";
|
||||
|
||||
const std::string CONST_BALL_TEXTURE = "ball";
|
||||
const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
|
||||
|
||||
const std::string CONST_REFLECTOR_TEXTURE = "reflector";
|
||||
|
||||
const std::string CONST_WALL_LEFT_TEXTURE = "wall_left";
|
||||
const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right";
|
||||
const std::string CONST_WALL_UP_TEXTURE = "wall_up";
|
||||
const std::string CONST_WALL_BONUS_TEXTURE = "wall_bonus";
|
||||
|
||||
const std::string CONST_BACK_BTN_TEXTURE = "back_btn";
|
||||
const std::string CONST_SLIDE_UP_BTN_TEXTURE = "slide_up_btn";
|
||||
const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE = "tap_to_continue_btn";
|
||||
const std::string CONST_LOADING_TEXTURE = "loading";
|
||||
const std::string CONST_LOGO_SMALL_TEXTURE = "logo_small";
|
||||
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
|
||||
const std::string CONST_CREDITS_TEXTURE = "credits";
|
||||
|
||||
const float CONST_CREDITS_SHOW_TIME = 150.f;
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
|
||||
@@ -73,50 +34,64 @@ void TMyApplication::InnerInit()
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
srand (static_cast<size_t>(time(NULL)));
|
||||
GameState = CONST_GAMESTATE_PRELOADING;
|
||||
StateTimer = 0.f;
|
||||
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
|
||||
ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
|
||||
|
||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 480 * 2, 320 * 2);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||
|
||||
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
Inited = true;
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
|
||||
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
|
||||
pair.first.ShaderName = "ColorShader";
|
||||
|
||||
pair.second.RefreshBuffer();
|
||||
|
||||
|
||||
|
||||
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
|
||||
|
||||
rect.second.RefreshBuffer();
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
Renderer->PushShader("SSAA_4X");
|
||||
Inited = true;
|
||||
|
||||
const float cos30 = sqrt(3) / 2;
|
||||
const float sin30 = 0.5f;
|
||||
const float sampleRadiusX = 0.75 / 480;
|
||||
const float sampleRadiusY = 0.75 / 320;
|
||||
|
||||
Vector2f offset;
|
||||
offset = Vector2f(cos30 * sampleRadiusX, sin30 * sampleRadiusY);
|
||||
RenderUniform2fv("samplesOffset[0]", &offset[0]);
|
||||
offset = Vector2f(-sin30 * sampleRadiusX, cos30 * sampleRadiusY);
|
||||
RenderUniform2fv("samplesOffset[1]", &offset[0]);
|
||||
offset = Vector2f(-cos30 * sampleRadiusX, -sin30 * sampleRadiusY);
|
||||
RenderUniform2fv("samplesOffset[2]", &offset[0]);
|
||||
offset = Vector2f(sin30 * sampleRadiusX, -cos30 * sampleRadiusY);
|
||||
RenderUniform2fv("samplesOffset[3]", &offset[0]);
|
||||
|
||||
Renderer->PopShader();
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
@@ -128,215 +103,91 @@ void TMyApplication::InnerDeinit()
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
|
||||
OnTapUpAfterMoveSignal.disconnect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
|
||||
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
|
||||
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
{
|
||||
//-OnTapDownSignal(Vector2f(p.v[0], p.v[1]));
|
||||
OnTapDownSignal(Vector2f(p(0), p(1)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
||||
{
|
||||
OnTapUpSignal(Vector2f(p(0), p(1)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
||||
{
|
||||
OnTapUpAfterMoveSignal(Vector2f(p(0), p(1)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||
{
|
||||
OnScrollSignal(Vector2f(shift(0), shift(1)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::OnFling(Vector2f v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::ApplySignalsToMenu()
|
||||
{
|
||||
|
||||
OnTapUpSignal.connect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
OnTapUpAfterMoveSignal.connect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
OnFlingSignal.connect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
OnScrollSignal.connect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.connect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::DisapplySignalsToMenu()
|
||||
{
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
OnTapUpAfterMoveSignal.disconnect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
}
|
||||
|
||||
void TMyApplication::ApplySignalsToGame()
|
||||
{
|
||||
OnTapUpSignal.connect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.connect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.connect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.connect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::DisapplySignalsToGame()
|
||||
{
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::ApplySignalsToCredits()
|
||||
{
|
||||
OnTapDownSignal.connect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::DisapplySignalsToCredits()
|
||||
{
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
}
|
||||
|
||||
void TMyApplication::LoadResources()
|
||||
{
|
||||
|
||||
TextureNamesToLoad.clear();
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_left.png", "main_menu_bkg_left"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_right.png", "main_menu_bkg_right"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("select_level.png", "select_level"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock1.png", "shutterstock1"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock2.png", "shutterstock2"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock3.png", "shutterstock3"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock4.png", "shutterstock4"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock5.png", "shutterstock5"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock6.png", "shutterstock6"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock7.png", "shutterstock7"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock8.png", "shutterstock8"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock9.png", "shutterstock9"));
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock10.png", "shutterstock10"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock11.png", "shutterstock11"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock12.png", "shutterstock12"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot1.png", "levelshot1"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot2.png", "levelshot2"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot3.png", "levelshot3"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot4.png", "levelshot4"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot5.png", "levelshot5"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot6.png", "levelshot6"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot7.png", "levelshot7"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot8.png", "levelshot8"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot9.png", "levelshot9"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot10.png", "levelshot10"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot11.png", "levelshot11"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot12.png", "levelshot12"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("game_end.png", "game_end"));
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE1 + ".png", CONST_BLOCK_TEXTURE1));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE2 + ".png", CONST_BLOCK_TEXTURE2));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE3 + ".png", CONST_BLOCK_TEXTURE3));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_GOTHROUGH_TEXTURE + ".png", CONST_BONUS_GOTHROUGH_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_MULTIPLIER_TEXTURE + ".png", CONST_BONUS_MULTIPLIER_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_FLOOR_TEXTURE + ".png", CONST_BONUS_FLOOR_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALL_TEXTURE + ".png", CONST_BALL_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALLGLOW_TEXTURE + ".png", CONST_BALLGLOW_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_LEFT_TEXTURE + ".png", CONST_WALL_LEFT_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_RIGHT_TEXTURE + ".png", CONST_WALL_RIGHT_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_UP_TEXTURE + ".png", CONST_WALL_UP_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_BONUS_TEXTURE + ".png", CONST_WALL_BONUS_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_REFLECTOR_TEXTURE + ".png", CONST_REFLECTOR_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BACK_BTN_TEXTURE + ".png", CONST_BACK_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_SLIDE_UP_BTN_TEXTURE + ".png", CONST_SLIDE_UP_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_TAP_TO_CONTINUE_BTN_TEXTURE + ".png", CONST_TAP_TO_CONTINUE_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_CREDITS_TEXTURE + ".png", CONST_CREDITS_TEXTURE));
|
||||
|
||||
#ifdef TARGET_IOS
|
||||
ResourceManager->SoundManager.LoadMusicLooped("level1ogg.ogg");
|
||||
#else
|
||||
//ResourceManager->SoundManager.LoadMusic("level1ogg.ogg");
|
||||
#endif
|
||||
|
||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
||||
|
||||
TryLoadSavedGame();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::TryLoadSavedGame()
|
||||
{
|
||||
|
||||
std::string fileName = GetFilePathUserData("progress.txt");
|
||||
|
||||
FILE* file = fopen(fileName.c_str(), "r");
|
||||
if (file != NULL)
|
||||
{
|
||||
char line[100];
|
||||
char* r;
|
||||
r = fgets(line, 100, file);
|
||||
if (r != NULL)
|
||||
{
|
||||
Menu.SetMenuItemCount(toint(r));
|
||||
}
|
||||
fclose(file);
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::TrySaveGame()
|
||||
{
|
||||
|
||||
std::string fileName = GetFilePathUserData("progress.txt");
|
||||
|
||||
std::string s = tostr(Menu.GetMenuItemCount());
|
||||
FILE* file = fopen(fileName.c_str(), "w");
|
||||
if (file != NULL)
|
||||
{
|
||||
fputs(s.c_str(), file);
|
||||
fflush(file);
|
||||
fclose(file);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
Renderer->SwitchToFrameBuffer("LevelBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
OnDrawSignal();
|
||||
{
|
||||
TRenderParamsSetter params(pair.first);
|
||||
Renderer->DrawTriangleList(pair.second);
|
||||
}
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
|
||||
const float cos30 = sqrt(3) / 2;
|
||||
const float sin30 = 0.5f;
|
||||
const float sampleRadiusX = 0.75 / 512;
|
||||
const float sampleRadiusY = 0.75 / 512;
|
||||
|
||||
Matrix2f rotate30Matrix;
|
||||
rotate30Matrix(0, 0) = cos30;
|
||||
rotate30Matrix(0, 1) = sin30;
|
||||
rotate30Matrix(1, 0) = -sin30;
|
||||
rotate30Matrix(1, 1) = cos30;
|
||||
|
||||
|
||||
Renderer->PushShader("SSAA_4X");
|
||||
|
||||
|
||||
std::array<Vector2f, 4> sampleVector = {
|
||||
Vector2f(sampleRadiusX, sampleRadiusY),
|
||||
Vector2f(-sampleRadiusX, sampleRadiusY),
|
||||
Vector2f(-sampleRadiusX, -sampleRadiusY),
|
||||
Vector2f(sampleRadiusX, -sampleRadiusY)
|
||||
};
|
||||
|
||||
for (size_t i = 0; i < 4; i++)
|
||||
{
|
||||
sampleVector[i] = rotate30Matrix * sampleVector[i];
|
||||
|
||||
RenderUniform2fv("samplesOffset[" + boost::lexical_cast<std::string>(i) + "]", &sampleVector[i][0]);
|
||||
}
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
}
|
||||
|
||||
@@ -344,162 +195,6 @@ void TMyApplication::InnerDraw()
|
||||
void TMyApplication::InnerUpdate(size_t dt)
|
||||
{
|
||||
|
||||
if (GameState == CONST_GAMESTATE_PRELOADING)
|
||||
{
|
||||
*SE::Console << "1CONST_GAMESTATE_PRELOADING";
|
||||
StateTimer += dt/1000.f;
|
||||
if (StateTimer >= 1.f)
|
||||
{
|
||||
LoadResources();
|
||||
GameState = CONST_GAMESTATE_LOADING;
|
||||
StateTimer = 0.f;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_LOADING)
|
||||
{
|
||||
*SE::Console << "2CONST_GAMESTATE_LOADING";
|
||||
StateTimer += dt/1000.f;
|
||||
if (StateTimer >= 1.f)
|
||||
{
|
||||
StateTimer -= 1.f;
|
||||
}
|
||||
|
||||
if (TextureNamesToLoad.size() != 0)
|
||||
{
|
||||
ResourceManager->TexList.AddTexture(TextureNamesToLoad.begin()->first, TextureNamesToLoad.begin()->second);
|
||||
TextureNamesToLoad.erase(TextureNamesToLoad.begin());
|
||||
}
|
||||
else
|
||||
{
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
ApplySignalsToMenu();
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
StateTimer = 0.f;
|
||||
Loaded = true;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_LEVEL)
|
||||
{
|
||||
*SE::Console << "3CONST_GAMESTATE_LEVEL";
|
||||
GameLevel.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_MENU)
|
||||
{
|
||||
//*SE::Console << "4CONST_GAMESTATE_MENU";
|
||||
Menu.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_LEVEL)
|
||||
{
|
||||
*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
|
||||
GameLevel.Update(dt);
|
||||
if (GameLevel.IsLoaded())
|
||||
{
|
||||
//*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
|
||||
GameState = CONST_GAMESTATE_LEVEL;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
//CONNECT SLOT
|
||||
DisapplySignalsToMenu();
|
||||
ApplySignalsToGame();
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_CREDITS)
|
||||
{
|
||||
*SE::Console << "6CONST_GAMESTATE_FROM_MENU_TO_CREDITS";
|
||||
Menu.Update(dt);
|
||||
GameCredits.Update(dt);
|
||||
StateTimer -= dt;
|
||||
if (StateTimer <= 0.f)
|
||||
{
|
||||
GameState = CONST_GAMESTATE_CREDITS;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
ApplySignalsToCredits();
|
||||
StateTimer = 0.f;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_CREDITS)
|
||||
{
|
||||
//*SE::Console << "7CONST_GAMESTATE_CREDITS";
|
||||
GameCredits.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_CREDITS_TO_MENU)
|
||||
{
|
||||
Menu.Update(dt);
|
||||
GameCredits.Update(dt);
|
||||
StateTimer -= dt;
|
||||
if (StateTimer <= 0.f)
|
||||
{
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
StateTimer = 0.f;
|
||||
ApplySignalsToMenu();
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::GoFromMenuToGame(int level)
|
||||
{
|
||||
//#ifndef TARGET_IOS
|
||||
// ResourceManager->SoundManager.PlayMusicLooped("level1ogg.ogg");
|
||||
//#endif
|
||||
|
||||
GameLevel.FillWithFile(ST::PathToResources + "level"+tostr(level+1)+".txt");
|
||||
GameLevel.SetLoading("shutterstock" + tostr(level+1), "levelshot"+tostr(level+1));
|
||||
GameState = CONST_GAMESTATE_FROM_MENU_TO_LEVEL;
|
||||
OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
|
||||
DisapplySignalsToMenu();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromGameToMenu()
|
||||
{
|
||||
//#ifndef TARGET_IOS
|
||||
// ResourceManager->SoundManager.StopMusic("level1ogg.ogg");
|
||||
//#endif
|
||||
TrySaveGame();
|
||||
DisapplySignalsToGame();
|
||||
ApplySignalsToMenu();
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromMenuToCredits()
|
||||
{
|
||||
GameState = CONST_GAMESTATE_FROM_MENU_TO_CREDITS;
|
||||
StateTimer = CONST_CREDITS_SHOW_TIME;
|
||||
GameCredits.StartAppear();
|
||||
OnDrawSignal.connect(1, boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
DisapplySignalsToMenu();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromCreditsToMenu()
|
||||
{
|
||||
|
||||
GameState = CONST_GAMESTATE_FROM_CREDITS_TO_MENU;
|
||||
StateTimer = CONST_CREDITS_SHOW_TIME;
|
||||
GameCredits.StartDisappear();
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
|
||||
DisapplySignalsToCredits();
|
||||
}
|
||||
|
||||
void TMyApplication::MarkSetGameLevelPause()
|
||||
{
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
}
|
||||
|
||||
void TMyApplication::MarkReleaseGameLevelPause()
|
||||
{
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::OpenNextLevel()
|
||||
{
|
||||
Menu.OpenNextLevel();
|
||||
}
|
||||
|
||||
bool TMyApplication::IsLoaded()
|
||||
|
||||
+3
-88
@@ -24,93 +24,18 @@
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
|
||||
#include "gamecode.h"
|
||||
#include "menucode.h"
|
||||
#include "creditscode.h"
|
||||
#include "loadingcode.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapUpSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapUpAfterMoveSignal;
|
||||
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapDownSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnFlingSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnScrollSignal;
|
||||
|
||||
extern boost::signals2::signal<void()> OnDrawSignal;
|
||||
|
||||
extern const std::string CONST_BLOCK_TEXTURE1;
|
||||
extern const std::string CONST_BLOCK_TEXTURE2;
|
||||
extern const std::string CONST_BLOCK_TEXTURE3;
|
||||
|
||||
extern const std::string CONST_BONUS_GOTHROUGH_TEXTURE;
|
||||
extern const std::string CONST_BONUS_MULTIPLIER_TEXTURE;
|
||||
extern const std::string CONST_BONUS_FLOOR_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BALL_TEXTURE;
|
||||
extern const std::string CONST_BALLGLOW_TEXTURE;
|
||||
|
||||
extern const std::string CONST_WALL_LEFT_TEXTURE;
|
||||
extern const std::string CONST_WALL_RIGHT_TEXTURE;
|
||||
extern const std::string CONST_WALL_UP_TEXTURE;
|
||||
extern const std::string CONST_WALL_BONUS_TEXTURE;
|
||||
|
||||
|
||||
extern const std::string CONST_REFLECTOR_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BACK_BTN_TEXTURE;
|
||||
|
||||
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
|
||||
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BACK_BTN_TEXTURE;
|
||||
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
|
||||
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
|
||||
extern const std::string CONST_LOADING_TEXTURE;
|
||||
extern const std::string CONST_LOGO_SMALL_TEXTURE;
|
||||
extern const std::string CONST_LOADING_BACKGROUND_BLACK;
|
||||
extern const std::string CONST_CREDITS_TEXTURE;
|
||||
|
||||
|
||||
|
||||
const int CONST_GAMESTATE_LEVEL = 1;
|
||||
const int CONST_GAMESTATE_MENU = 0;
|
||||
const int CONST_GAMESTATE_FROM_MENU_TO_LEVEL = 2;
|
||||
const int CONST_GAMESTATE_FROM_MENU_TO_CREDITS = 3;
|
||||
const int CONST_GAMESTATE_CREDITS = 4;
|
||||
const int CONST_GAMESTATE_FROM_CREDITS_TO_MENU = 5;
|
||||
const int CONST_GAMESTATE_LOADING = 6;
|
||||
const int CONST_GAMESTATE_PRELOADING = 7;
|
||||
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
TGameMenu Menu;
|
||||
TGameLevel GameLevel;
|
||||
TGameCredits GameCredits;
|
||||
TGameLoading GameLoading;
|
||||
|
||||
int GameState;
|
||||
float StateTimer;
|
||||
|
||||
void TryLoadSavedGame();
|
||||
void TrySaveGame();
|
||||
|
||||
bool Inited;
|
||||
|
||||
std::vector<std::pair<std::string, std::string> > TextureNamesToLoad;
|
||||
|
||||
void ApplySignalsToMenu();
|
||||
void DisapplySignalsToMenu();
|
||||
void ApplySignalsToGame();
|
||||
void DisapplySignalsToGame();
|
||||
void ApplySignalsToCredits();
|
||||
void DisapplySignalsToCredits();
|
||||
|
||||
public:
|
||||
TRenderPair pair;
|
||||
TRenderPair rect;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
@@ -123,20 +48,10 @@ public:
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
void GoFromMenuToGame(int level);
|
||||
void GoFromGameToMenu();
|
||||
void GoFromMenuToCredits();
|
||||
void GoFromCreditsToMenu();
|
||||
void MarkSetGameLevelPause();
|
||||
void MarkReleaseGameLevelPause();
|
||||
|
||||
void OpenNextLevel();
|
||||
|
||||
bool IsLoaded();
|
||||
|
||||
bool IsInited();
|
||||
|
||||
void LoadResources();
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
|
||||
Reference in new issue
Block a user