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8 Commits

Author SHA1 Message Date
c5c53f1e2b Scale by mouse scroll 2018-06-04 13:10:07 +05:00
747bfaba7c Update code to engine fixed 2018-04-12 18:19:08 +03:00
f70741f6e6 Finishing antialiasing 2018-04-11 17:16:37 +03:00
b2a0901369 Update shader 2018-04-11 16:40:22 +03:00
75b76fc236 New antialiasing made 2018-01-14 03:17:27 +03:00
bf04c70f50 Set SMAA antialiasing 2018-01-06 00:51:05 +03:00
f2e238ed5e Making antialiasing test 2017-12-04 14:14:14 +03:00
Vladislav Khorev Dev
ed4a0178da SSAA 4X demo 2017-12-02 15:25:02 +05:00
75 changed files with 404 additions and 1012 deletions

1
.gitignore vendored
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@ -73,5 +73,6 @@ iOSInjectionProject/
/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
/windows/DoubleHitBalls-win/**/*.user
*.db
*.opendb

19
assets/SSAA_4X.frag Executable file
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@ -0,0 +1,19 @@
precision mediump float;
uniform sampler2D Texture;
uniform vec2 samplesOffset[4];
varying vec2 texCoord;
void main()
{
vec3 color = vec3(0, 0, 0);
for (int i = 0; i < 4; ++i)
{
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
}
color /= 4;
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
gl_FragColor = vec4(color, 1.0);
}

11
assets/SSAA_4X.vertex Executable file
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@ -0,0 +1,11 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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7
assets/color_fragment.txt Executable file
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@ -0,0 +1,7 @@
precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}

11
assets/color_vertex.txt Executable file
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@ -0,0 +1,11 @@
attribute vec3 vPosition;
attribute vec4 vColor;
varying vec4 color;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
color = vColor;
}

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@ -1,33 +0,0 @@
0, 255, 255, 255
0, 0, 0, 255
255, 0, 0, 255
255, 40, 40, 255
255, 128, 128, 255
Colormap
111111111111
111111111111
111111111111
222222222222
222222222222
222222222222
222222222222
333333333333
333333333333
333333333333
000000000000
000000000000
000000000000
Brickmap
111111111111
111111111111
111111111111
000000000000
111111111111
111111111111
000000000000
111111111111
111111111111
000000000000
000000000000
000000000000
000000000000

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@ -1,32 +0,0 @@
0, 255, 255, 255
0, 0, 0, 255
255, 0, 190, 255
255, 0, 255, 255
Colormap
002222222200
002222222200
000222222000
000022220000
111002200111
111100001111
011110011110
001111111100
000111111000
000011110000
000001100000
000000000000
000000000000
Brickmap
002111111200
002211112200
000221122000
000022220000
111002200111
221100001122
022110011220
002211112200
000221122000
000022220000
000002200000
000000000000
000000000000

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@ -1,33 +0,0 @@
255, 255, 255, 255
0, 0, 0, 255
0, 237, 255, 255
0, 144, 255, 255
0, 59, 255, 255
Colormap
333333333333
333333333333
333333333333
000000000000
222220022222
222220022222
222220022222
000000000000
111110011111
111110011111
111110011111
000000000000
000000000000
Brickmap
111111111111
111111111111
222222222222
000000000000
111110011111
111110011111
222220022222
000000000000
111110011111
111110011111
333330033333
000000000000
000000000000

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@ -1,32 +0,0 @@
255, 128, 128, 255
0, 0, 0, 255
159, 240, 255, 255
0, 148, 255, 255
Colormap
111111111111
222222222222
111111111111
222222222222
111111111111
222222222222
111111111111
222222222222
111111111111
222222222222
111111111111
222222222222
111111111111
Brickmap
000311113000
000311113000
333311113333
111111111111
111111111111
222221122222
333321123333
000321123000
000321123000
000322223000
000333333000
000000000000
000000000000

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@ -1,32 +0,0 @@
255, 0, 0, 255
0, 0, 0, 255
0, 255, 255, 255
7, 255, 189, 255
Colormap
111111111111
222222222222
111111111111
222222222222
111111111111
222222222222
111111111111
222222222222
111111111111
222222222222
111111111111
222222222222
000000000000
Brickmap
111011110111
111011110111
222022220222
000000000000
111011110111
222022220222
000000000000
111000000111
222000000222
000000000000
222222222222
000000000000
000000000000

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@ -1,33 +0,0 @@
0, 255, 255, 255
0, 0, 0, 255
0, 151, 113, 255
7, 255, 189, 255
128, 143, 128, 255
Colormap
000000000000
033333333330
031111111130
031111111130
033333333330
000000000000
033330033330
032230032230
032230032230
033330033330
000000000000
000000000000
000000000000
Brickmap
000000000000
022222222220
021111111120
021111111120
022222222220
000000000000
022220022220
021120021120
021120021120
022220022220
000000000000
000000000000
000000000000

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@ -1,33 +0,0 @@
255, 0, 0, 255
0, 0, 0, 255
101, 97, 255, 255
5, 186, 255, 255
105, 201, 255, 255
Colormap
000000333333
000003333333
000033311111
333333133333
333331333333
333313333333
111133311111
333333100000
333331000000
333310000000
111100000000
000000000000
000000000000
Brickmap
000000111111
000001111111
000011133333
111111311111
111113111111
111131111111
333311133333
111111300000
111113000000
111130000000
333300000000
000000000000
000000000000

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@ -1,32 +0,0 @@
255, 0, 255, 255
0, 0, 0, 255
163, 255, 198, 255
0, 255, 182, 255
Colormap
000022220000
000222222000
000022220000
111000000111
111100001111
111110011111
111111111111
111111111111
111111111111
111111111111
000000000000
000000000000
000000000000
Brickmap
000033330000
000311113000
000033330000
111000000111
111100001111
111110011111
111111111111
111111111111
111111111111
222222222222
000000000000
000000000000
000000000000

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@ -1,33 +0,0 @@
255, 255, 255, 255
0, 0, 0, 255
255, 200, 5, 255
255, 153, 0, 255
255, 97, 0, 255
Colormap
000000000000
000333000333
000333000333
000333000333
222000222000
222000222000
222000222000
000111000111
000111000111
000111000111
000000000000
000000000000
000000000000
Brickmap
000000000000
000222000222
000212000212
000222000222
222000222000
212000212000
222000222000
000222000222
000212000212
000222000222
000000000000
000000000000
000000000000

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@ -1,33 +0,0 @@
255, 255, 0, 255
0, 0, 0, 255
230, 230, 230, 255
195, 195, 195, 255
150, 150, 150, 255
Colormap
333333333333
030030030030
030030030030
030030030030
222222222222
020020020020
020020020020
010010010010
010010010010
020020020020
000000000000
000000000000
000000000000
Brickmap
111111111111
010010010010
010010010010
010010010010
222222222222
010010010010
010010010010
010010010010
010010010010
020020020020
000000000000
000000000000
000000000000

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@ -1,32 +0,0 @@
0, 255, 255, 255
0, 0, 0, 255
217, 56, 62, 255
132, 56, 62, 255
Colormap
111111111111
111111111111
222211112222
000211112000
000211112000
022211112220
021111111120
021111111120
021111111120
022222222220
000000000000
000000000000
000000000000
Brickmap
111111111111
111111111111
222211112222
000211112000
000211112000
022211112220
021111111120
021111111120
021111111120
033333333330
000000000000
000000000000
000000000000

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@ -1,32 +0,0 @@
0, 255, 0, 255
0, 0, 0, 255
255, 221, 0, 255
255, 0, 0, 255
Colormap
222220022222
222220022222
222220022222
222220022222
000000000000
111111111111
111111111111
000000000000
111111111111
111111111111
000000000000
000000000000
000000000000
Brickmap
111110011111
111110011111
111110011111
222220022222
000000000000
111111111111
333333333333
000000000000
111111111111
222222222222
000000000000
000000000000
000000000000

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52
assets/ms_fragment.txt Executable file
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@ -0,0 +1,52 @@
precision mediump float;
varying vec4 color;
varying vec3 position;
//uniform vec4 lineParams;
//uniform vec4 startPointEndPoint;
varying vec3 lineParams;
varying vec4 startPointEndPoint;
void main()
{
float a = lineParams.x;
float b = lineParams.y;
float c = lineParams.z;
float Xa = startPointEndPoint.r;
float Ya = startPointEndPoint.g;
float Xb = startPointEndPoint.b;
float Yb = startPointEndPoint.a;
float distance;
float distanceToA = (Xa - position.x)*(Xb - Xa) + (Ya - position.y)*(Yb - Ya);
float distanceToB = (Xb - position.x)*(Xb - Xa) + (Yb - position.y)*(Yb - Ya);
if (distanceToA * distanceToB > 0)
{
float len = sqrt((Xb - Xa)*(Xb - Xa) + (Yb - Ya)*(Yb - Ya));
distance = max(abs(distanceToA/len), abs(distanceToB/len));
}
else
{
distance = abs(a*position.x + b*position.y + c);
}
float t = clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0);
gl_FragColor = vec4(color.rgb, color.a*t);
//gl_FragColor = vec4(color.rgb*clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0), 1.0);
}

22
assets/ms_vertex.txt Executable file
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@ -0,0 +1,22 @@
attribute vec3 vPosition;
attribute vec4 vColor;
attribute vec3 vLineParams;
attribute vec4 vStartPointEndPoint;
varying vec3 position;
varying vec4 color;
varying vec3 lineParams;
varying vec4 startPointEndPoint;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
position = vPosition;
color = vColor;
lineParams = vLineParams;
startPointEndPoint = vStartPointEndPoint;
}

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@ -7,7 +7,7 @@ void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency);
gl_FragColor = vec4(color.rgb, 1.0);

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@ -426,6 +426,8 @@ void TBall::Update(size_t dt)
//===========================================
//===========================================
TRenderPair pair;
TRenderPair rect;
TGameLevel::TGameLevel()
{
@ -446,6 +448,44 @@ TGameLevel::TGameLevel()
BonusFloorPosY = 0.f;
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, 320, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 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(0, 320, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 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, 320, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 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.first.ShaderName = "ColorShader";
rect.second.RefreshBuffer();
}
TGameLevel::~TGameLevel()
@ -735,11 +775,10 @@ void TGameLevel::Draw()
bool mustShowButtons = ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE));
bool pause = (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
bool renderBufferReady = RenderBufferReady;
bool pause = true || (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
if (pause && renderBufferReady)
{
@ -764,88 +803,95 @@ void TGameLevel::Draw()
Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(480.f, 320.f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError();
}
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
//Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
//
//std::list<TBall>::iterator iBall;
//
//Renderer->PushShader("BrickShader");
//
//
//for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
// {
// for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
// {
// BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
// }
// }
//
// RenderUniform1f("Transparency", 1.f);
std::list<TBall>::iterator iBall;
// std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
// for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
// {
// RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
//
// Renderer->DrawTriangleList(colorBlockIterator->second);
// }
//
// std::list<TBonusFalling>::iterator iBonus;
//
// for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
// {
// iBonus->Draw();
// }
//
// DrawBallInstancingList();
//
// Renderer->PopShader();
//
//
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
//Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos);
//
//
// const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
// const Vector2f wallUpPos2(240.f+256.f, 320.f);
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
//Renderer->DrawRect(wallUpPos1, wallUpPos2);
//
//const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
//const Vector2f wallLeftPos2(32.f, 320.f);
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
//Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
//
//const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
//const Vector2f wallRightPos2(480.f, 320.f);
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
//Renderer->DrawRect(wallRightPos1, wallRightPos2);
//
Renderer->PushShader("BrickShader");
//if (BonusFloorTimer>0.f)
//{
//
// const Vector2f wallDownPos(240.f, BonusFloorPosY);
//
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
//
// Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
// }
//
//
// if (!pause)
// {
// RenderUniform1f("Transparency", 1.f);
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
// const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f);
// Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos);
// }
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
{
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{
BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
}
TRenderParamsSetter params(pair.first);
Renderer->DrawTriangleList(pair.second);
}
RenderUniform1f("Transparency", 1.f);
std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
{
RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
Renderer->DrawTriangleList(colorBlockIterator->second);
}
std::list<TBonusFalling>::iterator iBonus;
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
{
iBonus->Draw();
}
DrawBallInstancingList();
Renderer->PopShader();
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos);
const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
const Vector2f wallUpPos2(240.f+256.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
Renderer->DrawRect(wallUpPos1, wallUpPos2);
const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
const Vector2f wallLeftPos2(32.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
const Vector2f wallRightPos2(480.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
Renderer->DrawRect(wallRightPos1, wallRightPos2);
if (BonusFloorTimer>0.f)
{
const Vector2f wallDownPos(240.f, BonusFloorPosY);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
}
if (!pause)
{
RenderUniform1f("Transparency", 1.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f);
Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos);
}
CheckGlError();
if (pause && !renderBufferReady)
{
@ -905,29 +951,37 @@ void TGameLevel::DrawBallInstancingList()
void TGameLevel::DrawBuffer()
{
*SE::Console << "TGameLevel::DrawBuffer";
Renderer->PushShader("FrameShader");
float brightness;
if (CONST_LEVELSTATE_GO_TO_PAUSE)
{
brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
}
else
{
brightness = 0.3f;
}
// Renderer->PushShader("FrameShader");
// float brightness;
// if (CONST_LEVELSTATE_GO_TO_PAUSE)
// {
// brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
// }
// else
// {
// brightness = 0.3f;
// }
//
// RenderUniform1f("Brightness", brightness);
// glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
//
////Matrix switched to identity
// //Vector2f RectPos = Vector2f(-1, -1);
// //Vector2f RectSize = Vector2f(2, 2);
//Vector2f RectPos = Vector2f(240.f, 160.f);
//Vector2f RectSize = Vector2f(240.f, 160.f);
RenderUniform1f("Brightness", brightness);
// Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
// Renderer->PopShader();
{
TRenderParamsSetter params(rect.first);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
//Matrix switched to identity
//Vector2f RectPos = Vector2f(-1, -1);
//Vector2f RectSize = Vector2f(2, 2);
Vector2f RectPos = Vector2f(240.f, 160.f);
Vector2f RectSize = Vector2f(240.f, 160.f);
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
Renderer->PopShader();
Renderer->DrawTriangleList(rect.second);
}
CheckGlError();
}

505
game/main_code.cpp Normal file → Executable file
View File

@ -7,49 +7,77 @@
#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;
static const float BUFFER_DISTANCE = 50.f;
TRenderPair linesToRenderBoxes(const std::vector<std::pair<Vector2f, Vector2f>>& lineArr)
{
TRenderPair pair;
for (size_t i = 0; i < lineArr.size(); i++)
{
Vector2f startPoint = lineArr[i].first;
Vector2f endPoint = lineArr[i].second;
Vector2f renderAreaStart{ std::min<float>(startPoint(0), endPoint(0)) - BUFFER_DISTANCE, std::min<float>(startPoint(1), endPoint(1)) - BUFFER_DISTANCE };
Vector2f renderAreEnd{ std::max<float>(startPoint(0), endPoint(0)) + BUFFER_DISTANCE, std::max<float>(startPoint(1), endPoint(1)) + BUFFER_DISTANCE };
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreaStart(1), 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreEnd(1), 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreEnd(1), 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreaStart(1), 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreEnd(1), 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreaStart(1), 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(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(1, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
Vector2f lineVec = endPoint - startPoint;
Vector2f lineNormVec = { -lineVec(1), lineVec(0) };
lineNormVec.normalize();
//float distance = abs(normVec.x*(position.x - startPoint.x) + normVec.y*(position.y - startPoint.y));
//distance = a*x + b*y + c, here we calculate a, b,c and pass them to shader
float a = lineNormVec(0);
float b = lineNormVec(1);
float c = -(lineNormVec(0)*startPoint(0) + lineNormVec(1)*startPoint(1));
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
}
pair.second.RefreshBuffer();
pair.first = TRenderParams().withShader("AntialiasingShader");
return pair;
}
void TMyApplication::InnerInit()
{
@ -58,7 +86,8 @@ void TMyApplication::InnerInit()
#ifdef TARGET_WIN32
#ifdef NDEBUG
ST::PathToResources = "resources/";
//ST::PathToResources = "resources/";
ST::PathToResources = "../../../assets/";
#else
ST::PathToResources = "../../../assets/";
#endif
@ -73,30 +102,37 @@ void TMyApplication::InnerInit()
*Console<<"APP INIT\n";
}
srand (static_cast<size_t>(time(NULL)));
GameState = CONST_GAMESTATE_PRELOADING;
StateTimer = 0.f;
ResourceManager->ShaderManager.AddShader("AntialiasingShader", "ms_vertex.txt", "ms_fragment.txt");
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");
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", 512, 512);
std::vector<std::pair<Vector2f, Vector2f>> lineArr;
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
for (int i = 0; i < 10; i++)
{
lineArr.push_back({ {50.f + i * 20.f, 50.f}, { 60.f + i * 20.f, 440.f } });
lineArr.push_back({ { 60.f + i * 20.f, 440.f },{ 70.f + i * 20.f, 50.f } });
};
lineRenderPair = linesToRenderBoxes(lineArr);
Renderer->PushShader("AntialiasingShader");
Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport();
Inited = true;
}
void TMyApplication::InnerDeinit()
@ -107,50 +143,34 @@ 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::OnMouseWheel(short int delta)
{
scale += (delta > 0 ? 1 : -1) * 0.25;
if(scale < 0.25) {
scale = 0.25;
}
}
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)
@ -158,165 +178,24 @@ 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);
//Render the frame
Renderer->SetProjectionMatrix(512.f, 512.f);
Renderer->PushMatrix();
Renderer->ScaleMatrix(scale);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError("");
TRenderParamsSetter params(lineRenderPair.first);
Renderer->DrawTriangleList(lineRenderPair.second);
Renderer->PopMatrix();
CheckGlError("");
OnDrawSignal();
}
@ -324,162 +203,6 @@ 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()

91
game/main_code.h Normal file → Executable file
View File

@ -24,93 +24,19 @@
#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();
float scale = 1.0;
public:
TRenderPair lineRenderPair;
bool Loaded;
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
@ -123,20 +49,11 @@ 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 OnMouseWheel(short int delta);
virtual void InnerOnTapDown(Vector2f p);

View File

@ -22,6 +22,7 @@
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>DoubleHitBallswin</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -48,7 +49,7 @@
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -116,7 +117,7 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
@ -150,7 +151,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile>
<Link>
@ -158,25 +159,16 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\game\creditscode.cpp" />
<ClCompile Include="..\..\..\game\gamecode.cpp" />
<ClCompile Include="..\..\..\game\loadingcode.cpp" />
<ClCompile Include="..\..\..\game\main_code.cpp" />
<ClCompile Include="..\..\..\game\menucode.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\..\game\creditscode.h" />
<ClInclude Include="..\..\..\game\gamecode.h" />
<ClInclude Include="..\..\..\game\game_area_interface.h" />
<ClInclude Include="..\..\..\game\loadingcode.h" />
<ClInclude Include="..\..\..\game\main_code.h" />
<ClInclude Include="..\..\..\game\menucode.h" />
<ClInclude Include="main.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -21,18 +21,6 @@
<ClCompile Include="..\..\..\game\main_code.cpp">
<Filter>Файлы исходного кода</Filter>
</ClCompile>
<ClCompile Include="..\..\..\game\menucode.cpp">
<Filter>Файлы исходного кода</Filter>
</ClCompile>
<ClCompile Include="..\..\..\game\creditscode.cpp">
<Filter>Файлы исходного кода</Filter>
</ClCompile>
<ClCompile Include="..\..\..\game\gamecode.cpp">
<Filter>Файлы исходного кода</Filter>
</ClCompile>
<ClCompile Include="..\..\..\game\loadingcode.cpp">
<Filter>Файлы исходного кода</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="main.h">
@ -41,20 +29,5 @@
<ClInclude Include="..\..\..\game\main_code.h">
<Filter>Заголовочные файлы</Filter>
</ClInclude>
<ClInclude Include="..\..\..\game\menucode.h">
<Filter>Заголовочные файлы</Filter>
</ClInclude>
<ClInclude Include="..\..\..\game\creditscode.h">
<Filter>Заголовочные файлы</Filter>
</ClInclude>
<ClInclude Include="..\..\..\game\game_area_interface.h">
<Filter>Заголовочные файлы</Filter>
</ClInclude>
<ClInclude Include="..\..\..\game\gamecode.h">
<Filter>Заголовочные файлы</Filter>
</ClInclude>
<ClInclude Include="..\..\..\game\loadingcode.h">
<Filter>Заголовочные файлы</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -8,8 +8,8 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
LPSTR lpszCmdLine, int nCmdShow)
{
int width = 480;
int height = 320;
int width = 512;
int height = 512;
if (CreateEngine(width, height))