Packed font rendering
This commit is contained in:
parent
329e10f2d6
commit
76273e1c54
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@ -47,6 +47,7 @@ void phys2d_shape_apply(struct phys2d_shape *shape)
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void init_phys2dshape(struct phys2d_shape *shape, struct gameobject *go)
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{
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YughInfo("Making shape with GO %p", go);
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shape->go = go;
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cpShapeSetCollisionType(shape->shape, go);
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phys2d_shape_apply(shape);
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@ -462,8 +463,9 @@ static cpBool s7_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data) {
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struct gameobject *g2 = cpBodyGetUserData(body2);
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script_call_sym_args(go->cbs->begin, s7_make_integer(s7, g2->editor.id));
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//script_call_sym(go->cbs->begin);
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//script_call_sym_args(go->cbs->begin, s7_make_integer(s7, g2->editor.id));
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s7_call(s7, go->cbs->begin, s7_list(s7, 2, s7_make_integer(s7, g2->editor.id), cpvec2s7(cpArbiterGetNormal(arb))));
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return 1;
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}
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@ -9,6 +9,10 @@ struct anim make_anim() {
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return a;
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}
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void free_anim(struct anim a) {
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arrfree(a.frames);
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}
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struct anim anim_add_keyframe(struct anim a, struct keyframe key) {
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arrput(a.frames, key);
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@ -27,6 +31,8 @@ double near_val(struct anim anim, double t) {
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return (interval(anim.frames[i], anim.frames[i+1], t) >= 0.5f ? anim.frames[i+1].val : anim.frames[i].val);
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}
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return arrlast(anim.frames).val;
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}
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double lerp_val(struct anim anim, double t) {
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@ -28,6 +28,7 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include "nuke.h"
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#include "texture.h"
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#include "log.h"
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@ -13,6 +13,7 @@
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#include "openglrender.h"
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#include <stb_truetype.h>
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#include "stb_rect_pack.h"
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static uint32_t VBO = 0;
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static uint32_t VAO = 0;
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@ -50,7 +51,6 @@ void font_frame(struct window *w) {
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shader_use(shader);
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}
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// Height in pixels
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struct sFont *MakeFont(const char *fontfile, int height)
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{
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shader_use(shader);
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@ -62,6 +62,18 @@ struct sFont *MakeFont(const char *fontfile, int height)
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snprintf(fontpath, 256, "fonts/%s", fontfile);
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fread(ttf_buffer, 1, 1<<25, fopen(fontpath, "rb"));
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unsigned char *bitmap = malloc(1024*1024);
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stbtt_packedchar glyphs[95];
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stbtt_pack_context pc;
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stbtt_PackBegin(&pc, bitmap, 1024, 1024, 0, 1, NULL);
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stbtt_PackSetOversampling(&pc, 1, 1);
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stbtt_PackFontRange(&pc, ttf_buffer, 0, height, 32, 95, glyphs);
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stbtt_PackEnd(&pc);
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stbtt_fontinfo fontinfo;
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if (!stbtt_InitFont(&fontinfo, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0))) {
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@ -69,47 +81,45 @@ struct sFont *MakeFont(const char *fontfile, int height)
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}
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float scale = stbtt_ScaleForPixelHeight(&fontinfo, height);
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int ascent, descent, linegap;
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stbtt_GetFontVMetrics(&fontinfo, &ascent, &descent, &linegap);
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ascent = roundf(ascent*scale);
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descent = roundf(descent*scale);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (unsigned char c = 32; c < 127; c++) {
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unsigned char *bitmap;
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int advance, lsb, w, h, x0, y0;
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stbtt_GetCodepointHMetrics(&fontinfo, c, &advance, &lsb);
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bitmap = stbtt_GetCodepointBitmap(&fontinfo, scale, scale, c, &w, &h, &x0, &y0);
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GLuint ftexture;
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glGenTextures(1, &ftexture);
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glBindTexture(GL_TEXTURE_2D, ftexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, bitmap);
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//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &newfont->texID);
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glBindTexture(GL_TEXTURE_2D, newfont->texID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024, 1024, 0, GL_RED, GL_UNSIGNED_BYTE, bitmap);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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newfont->Characters[c].TextureID = ftexture;
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for (unsigned char c = 32; c < 127; c++) {
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//unsigned char *bitmap;
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int advance, lsb, w, h, x0, y0;
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stbtt_GetCodepointHMetrics(&fontinfo, c, &advance, &lsb);
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stbtt_packedchar glyph = glyphs[c-32];
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YughInfo("Packed char is at %d, %d, %d, %d", glyphs[c-32].x0, glyphs[c-32].y0, glyphs[c-32].x1, glyphs[c-32].y1);
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struct glrect r;
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r.s0 = glyph.x0 / (float)1024;
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r.s1 = glyph.x1 / (float) 1024;
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r.t0 = glyph.y0 / (float) 1024;
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r.t1 = glyph.y1 / (float) 1024;
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YughInfo("That is %f %f %f %f", r.s0, r.t0, r.s1, r.t1);
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newfont->Characters[c].Advance = advance * scale;
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newfont->Characters[c].Size[0] = w;
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newfont->Characters[c].Size[1] = h;
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newfont->Characters[c].Size[0] = glyphs[c-32].x1 - glyphs[c-32].x0;
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newfont->Characters[c].Size[1] = glyphs[c-32].y1 - glyphs[c-32].y0;
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newfont->Characters[c].Bearing[0] = x0;
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newfont->Characters[c].Bearing[1] = y0*-1;
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newfont->Characters[c].rect = r;
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}
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return newfont;
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}
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static int curchar = 0;
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void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct shader *shader, float color[3])
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{
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float w = c.Size[0] * scale;
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@ -119,58 +129,15 @@ void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct
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float ypos = cursor[1] + (c.Bearing[1] * scale) - h;
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float verts[4 * 4] = {
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xpos, ypos, 0.f, 0.f,
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xpos+w, ypos, 1.f, 0.f,
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xpos, ypos + h, 0.f, 1.f,
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xpos + w, ypos + h, 1.f, 1.f
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xpos, ypos, c.rect.s0, c.rect.t1,
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xpos+w, ypos, c.rect.s1, c.rect.t1,
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xpos, ypos + h, c.rect.s0, c.rect.t0,
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xpos + w, ypos + h, c.rect.s1, c.rect.t0
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};
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glBindTexture(GL_TEXTURE_2D, c.TextureID);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBufferSubData(GL_ARRAY_BUFFER, curchar*sizeof(verts), sizeof(verts), verts);
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////// Outline calculation
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// float outlineWidth = 1.1;
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// float ow = c.Size[0] * scale * outlineWidth;
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// float oh = c.Size[1] * scale * outlineWidth;
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// float oxpos = cursor[0] + c.Bearing[0] * scale * outlineWidth - ((ow-w)/2);
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// float oypos = cursor[1] - (c.Size[1] - c.Bearing[1]) * scale * outlineWidth - ((oh-h)/2);
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// float overts[4*4] = {
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// oxpos, oypos + oh, 0.f, 0.f,
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// oxpos, oypos, 0.f, 1.f,
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// oxpos + ow, oypos + oh, 1.f, 0.f,
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// oxpos + ow, oypos, 1.f, 1.f
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// };
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/////////// Shadow calculation
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/*
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float shadowOffset = 6.f;
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float sxpos = cursor[0] + c.Bearing[0] * scale + (scale * shadowOffset);
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float sypos = cursor[1] - (c.Size[1] - c.Bearing[1]) * scale - (scale * shadowOffset);
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float sverts[4 * 4] = {
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sxpos, sypos, 0.f, 0.f,
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sxpos+w, sypos, 1.f, 0.f,
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sxpos, sypos + h, 0.f, 1.f,
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sxpos + w, sypos+h, 1.f, 1.f
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};
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//// Shadow pass
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float black[3] = { 0, 0, 0 };
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shader_setvec3(shader, "textColor", black);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(sverts), sverts);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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*/
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curchar++;
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}
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void text_settype(struct sFont *mfont)
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@ -183,17 +150,24 @@ void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3
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shader_use(shader);
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shader_setvec3(shader, "textColor", color);
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int len = strlen(text);
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mfloat_t cursor[2] = { 0.f };
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cursor[0] = pos[0];
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cursor[1] = pos[1];
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, font->texID);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, len*16*sizeof(float), NULL, GL_STREAM_DRAW);
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const unsigned char *line, *wordstart;
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line = (unsigned char*)text;
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curchar = 0;
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while (*line != '\0') {
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@ -230,4 +204,6 @@ void renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3
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}
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}
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4*curchar);
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}
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@ -6,18 +6,26 @@
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struct shader;
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struct window;
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struct glrect {
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float s0;
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float s1;
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float t0;
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float t1;
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};
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/// Holds all state information relevant to a character as loaded using FreeType
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struct Character {
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uint32_t TextureID; // ID handle of the glyph texture
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mfloat_t Size[2]; // Size of glyph
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mfloat_t Bearing[2]; // Offset from baseline to left/top of glyph
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unsigned int Advance; // Horizontal offset to advance to next glyph
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struct glrect rect;
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};
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struct sFont {
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uint32_t fontTexture;
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uint32_t height;
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struct Character Characters[127];
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uint32_t texID;
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};
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@ -131,7 +131,7 @@ int gameobject_makefromprefab(char *path)
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FILE *fprefab = fopen(path, "rb");
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if (fprefab == NULL) {
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YughError("Could not find prefab %s.", path);
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return;
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return -1;
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}
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struct gameobject *new = get_gameobject_from_id(MakeGameobject());
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@ -142,6 +142,8 @@ int gameobject_makefromprefab(char *path)
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fclose(fprefab);
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arrlast(gameobjects).editor.id = arrlen(gameobjects)-1;
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return arrlen(gameobjects)-1;
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}
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@ -31,6 +31,8 @@ cpVect s7tovec2(s7_scheme *sc, s7_pointer s7vec) {
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return ret;
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}
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extern s7_scheme *s7;
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/* FFI */
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@ -330,6 +332,10 @@ s7_pointer s7_set_body(s7_scheme *sc, s7_pointer args) {
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case 3:
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gameobject_move(go, s7tovec2(sc, s7_caddr(args)));
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break;
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case 4:
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cpBodyApplyImpulseAtWorldPoint(go->body, s7tovec2(sc, s7_caddr(args)), cpBodyGetPosition(go->body));
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break;
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}
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return args;
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@ -456,7 +462,10 @@ s7_pointer s7_anim(s7_scheme *sc, s7_pointer args) {
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for (double i = 0; i < 3.0; i = i + 0.1) {
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YughInfo("Val is now %f at time %f", anim_val(a, i), i);
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s7_symbol_set_value(sc, prop, s7_make_real(sc, anim_val(a, i)));
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}
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free_anim(a);
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}
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#define S7_FUNC(NAME, ARGS) s7_define_function(s7, #NAME, s7_ ##NAME, ARGS, 0, 0, "")
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@ -3,4 +3,5 @@
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void ffi_load();
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#endif
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@ -117,6 +117,11 @@ void nuke_tree_pop() {
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}
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void nuke_labelf(const char *fmt, ...) {
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char buf[512];
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va_list args;
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nk_labelf(ctx, NK_TEXT_LEFT, fmt, args);
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va_start(args, fmt);
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vsnprintf(buf, 512, fmt, args);
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nuke_label(buf);
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va_end(args);
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}
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55
source/engine/particle.c
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55
source/engine/particle.c
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@ -0,0 +1,55 @@
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#include "particle.h"
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struct emitter make_emitter()
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{
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struct emitter e = { 0 };
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return e;
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}
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struct emitter set_emitter(struct emitter e)
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{
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arrsetlen(e.particles, e.max);
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e.first = &e.particles[0];
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for (int i = 0; i < arrlen(e.particles)-1; i++) {
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e.particles[i].next = &e.particles[i+1];
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}
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}
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void free_emitter(struct emitter e)
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{
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arrfree(e.particles);
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}
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void start_emitter(struct emitter e)
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{
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}
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void pause_emitter(struct emitter e)
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{
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}
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void stop_emitter(struct emitter e)
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{
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}
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void emitter_step(struct emitter e, double dt)
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{
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for (int i = 0; i < arrlen(e.particles); i++) {
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if (e.particles[i].life <= 0)
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continue;
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e.particles[i].pos = cpvadd(e.particles[i].pos, cpvmult(e.particles[i].v, dt));
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e.particles[i].angle += e.particles[i].av * dt;
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e.particles[i].life -= dt;
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if (e.particles[i].life <= 0) {
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e.particles[i].next = e.first;
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e.first = &e.particles[i];
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}
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}
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}
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36
source/engine/particle.h
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36
source/engine/particle.h
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@ -0,0 +1,36 @@
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#ifndef PARTICLE_H
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#define PARTICLE_H
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#include <chipmunk/chipmunk.h>
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struct particle {
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cpVect pos;
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cpVect v; /* velocity */
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double angle;
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double av; /* angular velocity */
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union {
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double life;
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struct particle *next;
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};
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};
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struct emitter {
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struct particle *particles;
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struct particle *first;
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int max;
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double life;
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void (*seeder)(struct particle *p); /* Called to initialize each particle */
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};
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struct emitter make_emitter();
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void free_emitter(struct emitter e);
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void start_emitter(struct emitter e);
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void pause_emitter(struct emitter e);
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void stop_emitter(struct emitter e);
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void emitter_step(struct emitter e, double dt);
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#endif
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@ -9,7 +9,13 @@
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s7_scheme *s7 = NULL;
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s7_pointer cpvec2s7(cpVect v) {
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s7_pointer ret = s7_make_vector(s7, 2);
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s7_vector_set(s7, ret, 0, s7_make_real(s7, v.x));
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s7_vector_set(s7, ret, 1, s7_make_real(s7, v.y));
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return ret;
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}
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static void null_port(s7_scheme *sc, uint8_t c, s7_pointer port) {
|
||||
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#define SCRIPT_H
|
||||
|
||||
#include "s7.h"
|
||||
#include <chipmunk/chipmunk.h>
|
||||
|
||||
extern s7_scheme *s7;
|
||||
|
||||
|
@ -26,4 +27,6 @@ void call_gui();
|
|||
void register_physics(s7_pointer sym);
|
||||
void call_physics(double dt);
|
||||
|
||||
s7_pointer cpvec2s7(cpVect v);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -168,5 +168,6 @@ void shader_setUBO(struct shader *shader, const char *name, unsigned int index)
|
|||
|
||||
void shader_compile_all()
|
||||
{
|
||||
arrwalk(shaders, shader_compile);
|
||||
for (int i = 0; i < arrlen(shaders); i++)
|
||||
shader_compile(&shaders[i]);
|
||||
}
|
||||
|
|
|
@ -115,8 +115,8 @@ void sprite_initialize()
|
|||
float vertices[] = {
|
||||
// pos
|
||||
0.f, 0.f,
|
||||
1.0f, 0.0f,
|
||||
0.f, 1.f,
|
||||
0.0f, 1.0f,
|
||||
1.f, 0.f,
|
||||
1.f, 1.f
|
||||
};
|
||||
|
||||
|
|
|
@ -29,7 +29,7 @@ struct Texture *texture_pullfromfile(const char *path)
|
|||
tex->anim.ms = 1;
|
||||
|
||||
int n;
|
||||
stbi_set_flip_vertically_on_load(1);
|
||||
stbi_set_flip_vertically_on_load(0);
|
||||
unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4);
|
||||
|
||||
while (data == NULL) {
|
||||
|
|
|
@ -3,20 +3,20 @@
|
|||
|
||||
#include <stb_ds.h>
|
||||
|
||||
static double time;
|
||||
|
||||
struct timer *timers;
|
||||
|
||||
void check_timer(struct timer *t)
|
||||
void check_timer(struct timer *t, double dt)
|
||||
{
|
||||
if (!t->on)
|
||||
return;
|
||||
|
||||
if (time >= t->fire_time) {
|
||||
t->remain_time -= dt;
|
||||
|
||||
if (t->remain_time <= 0) {
|
||||
t->cb(t->data);
|
||||
|
||||
if (t->repeat) {
|
||||
t->fire_time = time + t->interval;
|
||||
t->remain_time = t->interval;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -25,13 +25,9 @@ void check_timer(struct timer *t)
|
|||
}
|
||||
}
|
||||
|
||||
void timer_update(double s) {
|
||||
time = s;
|
||||
|
||||
|
||||
void timer_update(double dt) {
|
||||
for (int i = 0; i < arrlen(timers); i++)
|
||||
check_timer(&timers[i]);
|
||||
|
||||
check_timer(&timers[i], dt);
|
||||
}
|
||||
|
||||
struct timer *timer_make(double interval, void (*callback)(void *param), void *param) {
|
||||
|
@ -53,8 +49,6 @@ void timer_pause(struct timer *t) {
|
|||
if (!t->on) return;
|
||||
|
||||
t->on = 0;
|
||||
|
||||
t->remain_time = t->fire_time - time;
|
||||
}
|
||||
|
||||
void timer_stop(struct timer *t) {
|
||||
|
@ -68,7 +62,6 @@ void timer_start(struct timer *t) {
|
|||
if (t->on) return;
|
||||
|
||||
t->on = 1;
|
||||
t->fire_time = time + t->remain_time;
|
||||
}
|
||||
|
||||
void timer_remove(struct timer *t) {
|
||||
|
@ -78,25 +71,6 @@ void timer_remove(struct timer *t) {
|
|||
}
|
||||
|
||||
void timerr_settime(struct timer *t, double interval) {
|
||||
//double elapsed = time - (t->fire_time - t->interval);
|
||||
t->remain_time += (interval - t->interval);
|
||||
t->interval = interval;
|
||||
t->remain_time = t->interval;
|
||||
|
||||
// TODO: timerr_settime reacts to elapsed time
|
||||
}
|
||||
|
||||
void *arrfind(void *arr, int (*valid)(void *arr, void *cmp), void *cmp)
|
||||
{
|
||||
for (int i = 0; i < arrlen(arr); i++) {
|
||||
if (valid(&arr[i], cmp))
|
||||
return &arr[i];
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void arrwalk(void *arr, void (*fn)(void *data))
|
||||
{
|
||||
for (int i = 0; i < arrlen(arr); i++)
|
||||
fn(&arr[i]);
|
||||
}
|
|
@ -4,9 +4,7 @@
|
|||
struct timer {
|
||||
int timerid;
|
||||
int on;
|
||||
double fire_time; // Time the timer will fire
|
||||
double interval; // Time of timer
|
||||
double start_time; // Time the timer started this loop
|
||||
int repeat;
|
||||
double remain_time; // How much time until the timer executes
|
||||
void (*cb)(void *data);
|
||||
|
@ -18,13 +16,7 @@ void timer_remove(struct timer *t);
|
|||
void timer_start(struct timer *t);
|
||||
void timer_pause(struct timer *t);
|
||||
void timer_stop(struct timer *t);
|
||||
void timer_update(double s);
|
||||
void timer_update(double dt);
|
||||
void timerr_settime(struct timer *t, double interval);
|
||||
|
||||
|
||||
|
||||
|
||||
void *arrfind(void *arr, int (*valid)(void *arr, void *cmp), void *cmp);
|
||||
void arrwalk(void *arr, void (*fn)(void *data));
|
||||
|
||||
#endif
|
||||
|
|
|
@ -213,7 +213,8 @@ void window_handle_event(struct window *w)
|
|||
|
||||
void window_all_handle_events()
|
||||
{
|
||||
arrwalk(windows, window_handle_event);
|
||||
for (int i = 0; i < arrlen(windows); i++)
|
||||
window_handle_event(&windows[i]);
|
||||
}
|
||||
|
||||
void window_makefullscreen(struct window *w)
|
||||
|
|
|
@ -174,7 +174,7 @@ int main(int argc, char **args) {
|
|||
lastTick = glfwGetTime();
|
||||
|
||||
|
||||
timer_update(lastTick);
|
||||
timer_update(elapsed);
|
||||
|
||||
if (sim_play) {
|
||||
physlag += elapsed;
|
||||
|
|
|
@ -124,7 +124,7 @@
|
|||
(define-macro (register-phys type . expr)
|
||||
(let ((f (gensym)))
|
||||
`(begin
|
||||
(define (,f hit) (begin . ,expr))
|
||||
(define (,f hit norm) (begin . ,expr))
|
||||
(phys_cmd body ,(case type
|
||||
((collide) 0)
|
||||
((separate) 3)) ,f))))
|
||||
|
|
|
@ -12,5 +12,6 @@ uniform mat4 model;
|
|||
void main()
|
||||
{
|
||||
texcoords = vertex.xy;
|
||||
texcoords.y *= -1;
|
||||
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
|
||||
}
|
|
@ -10,5 +10,5 @@ layout (std140) uniform Projection
|
|||
void main()
|
||||
{
|
||||
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
|
||||
TexCoords = vec2(vertex.z, 1.0 - vertex.w);
|
||||
TexCoords = vertex.zw;
|
||||
}
|
Loading…
Reference in a new issue