From fceb68a910ddd1befe1de49b0c2ef9707327f203 Mon Sep 17 00:00:00 2001 From: John Alanbrook Date: Mon, 13 Feb 2023 14:30:35 +0000 Subject: [PATCH] line --- source/engine/debug/debugdraw.c | 11 +++++++++-- source/engine/ffi.c | 21 +++++++++++++++++++++ source/engine/gameobject.c | 10 ++++++++++ source/engine/gameobject.h | 1 + source/engine/input.c | 18 ++++++++++++++++++ source/engine/openglrender.c | 9 +++++---- source/engine/script.c | 7 +++++++ source/engine/texture.c | 9 +++++++++ source/engine/texture.h | 3 +++ source/shaders/gridvert.glsl | 9 +++++---- 10 files changed, 88 insertions(+), 10 deletions(-) diff --git a/source/engine/debug/debugdraw.c b/source/engine/debug/debugdraw.c index cf34331..0234e7c 100644 --- a/source/engine/debug/debugdraw.c +++ b/source/engine/debug/debugdraw.c @@ -6,6 +6,7 @@ #include "log.h" #include #include "debug.h" +#include "window.h" #include "stb_ds.h" @@ -69,6 +70,7 @@ void draw_edge(cpVect *points, int n, float *color) shader_use(rectShader); shader_setvec3(rectShader, "linecolor", color); + glLineWidth(20); glBindBuffer(GL_ARRAY_BUFFER, rectVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW); glBindVertexArray(rectVAO); @@ -77,6 +79,7 @@ void draw_edge(cpVect *points, int n, float *color) shader_setfloat(rectShader, "alpha", 1.f); glDrawArrays(GL_LINE_STRIP, 0, n); + glLineWidth(1); } void draw_circle(int x, int y, float radius, int pixels, float *color, int fill) @@ -130,10 +133,14 @@ void draw_grid(int width, int span) shader_use(gridShader); shader_setint(gridShader, "thickness", width); shader_setint(gridShader, "span", span); + + cpVect offset = cam_pos(); + offset.x -= mainwin->width/2; + offset.y -= mainwin->height/2; + shader_setvec2(gridShader, "offset", &offset); + glBindVertexArray(gridVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - } void draw_point(int x, int y, float r, float *color) diff --git a/source/engine/ffi.c b/source/engine/ffi.c index ce6c746..6d1d866 100644 --- a/source/engine/ffi.c +++ b/source/engine/ffi.c @@ -636,6 +636,23 @@ duk_ret_t duk_cmd(duk_context *duk) { if (!id2sprite(duk_to_int(duk, 1))) return 0; id2sprite(duk_to_int(duk, 1))->layer = duk_to_int(duk, 2); break; + + case 61: + set_cam_body(id2body(duk_to_int(duk, 1))); + break; + + case 62: + add_zoom(duk_to_number(duk, 1)); + break; + + case 63: + duk_push_number(duk, deltaT); + return 1; + + case 64: + vect2duk(tex_get_dimensions(texture_pullfromfile(duk_to_string(duk, 1)))); + return 1; + } return 0; @@ -1023,6 +1040,10 @@ duk_ret_t duk_cmd_edge2d(duk_context *duk) phys2d_edge_clearverts(edge); phys2d_edge_addverts(edge, duk2cpvec2arr(duk, 2)); break; + + case 1: + edge->thickness = duk_to_number(duk, 2); + break; } return 0; diff --git a/source/engine/gameobject.c b/source/engine/gameobject.c index ab1f798..27d0b4f 100644 --- a/source/engine/gameobject.c +++ b/source/engine/gameobject.c @@ -38,6 +38,16 @@ int body2id(cpBody *body) return cpBodyGetUserData(body); } +cpBody *id2body(int id) +{ + struct gameobject *go; + + if (go = id2go(id)) + return go->body; + + return NULL; +} + int shape2gameobject(cpShape *shape) { struct phys2d_shape *s = cpShapeGetUserData(shape); diff --git a/source/engine/gameobject.h b/source/engine/gameobject.h index 154e475..95e24ae 100644 --- a/source/engine/gameobject.h +++ b/source/engine/gameobject.h @@ -50,6 +50,7 @@ struct gameobject *get_gameobject_from_id(int id); struct gameobject *id2go(int id); int id_from_gameobject(struct gameobject *go); int body2id(cpBody *body); +cpBody *id2body(int id); void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go); diff --git a/source/engine/input.c b/source/engine/input.c index 524886a..f7e624f 100644 --- a/source/engine/input.c +++ b/source/engine/input.c @@ -62,6 +62,15 @@ static void cursor_pos_cb(GLFWwindow *w, double xpos, double ypos) } +static void pawn_call_keydown(int key) +{ + for (int i = 0; i < arrlen(pawns); i++) { + if (!pawns[i] || script_eval_setup("input_num_pressed", pawns[i])) continue; + duk_push_int(duk, key); + script_eval_exec(1); + } +} + static void scroll_cb(GLFWwindow *w, double xoffset, double yoffset) { mouseWheelY = yoffset; @@ -260,6 +269,10 @@ void input_poll(double wait) call_input_down(&downkeys[i]); } +int key_is_num(int key) { + return key <= 57 && key >= 48; +} + void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods) { char keystr[50] = {'\0'}; @@ -270,6 +283,11 @@ void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods snprintf(keystr, 50, "input_%s_pressed", kkey); add_downkey(key); call_input_signal("input_any_pressed"); + + if (key_is_num(key)) { + pawn_call_keydown(key-48); + } + break; case GLFW_RELEASE: diff --git a/source/engine/openglrender.c b/source/engine/openglrender.c index 7f11a92..73b1d8e 100644 --- a/source/engine/openglrender.c +++ b/source/engine/openglrender.c @@ -124,10 +124,11 @@ void openglRender(struct window *window) //////////// 2D projection mfloat_t projection[16] = { 0.f }; cpVect pos = cam_pos(); - mat4_ortho(projection, pos.x, - window->width*zoom + pos.x, - pos.y, - window->height*zoom + pos.y, -1.f, 1.f); + + mat4_ortho(projection, pos.x - zoom*window->width/2, + pos.x + zoom*window->width/2, + pos.y - zoom*window->height/2, + pos.y + zoom*window->height/2, -1.f, 1.f); mfloat_t ui_projection[16] = { 0.f }; mat4_ortho(ui_projection, 0, diff --git a/source/engine/script.c b/source/engine/script.c index 09aa1d8..a55fa71 100644 --- a/source/engine/script.c +++ b/source/engine/script.c @@ -197,6 +197,13 @@ void callee_dbl(struct callee c, double d) exec_callee(1); } +void callee_int(struct callee c, int i) +{ + setup_callee(c); + duk_push_int(duk, i); + exec_callee(1); +} + void callee_vec2(struct callee c, cpVect vec) { setup_callee(c); diff --git a/source/engine/texture.c b/source/engine/texture.c index 2fc63d0..41e22bc 100644 --- a/source/engine/texture.c +++ b/source/engine/texture.c @@ -219,6 +219,15 @@ struct glrect tex_get_rect(struct Texture *tex) return ST_UNIT; } +cpVect tex_get_dimensions(struct Texture *tex) +{ + if (!tex) return cpvzero; + cpVect d; + d.x = tex->width; + d.y = tex->height; + return d; +} + void tex_bind(struct Texture *tex) { glActiveTexture(GL_TEXTURE0); diff --git a/source/engine/texture.h b/source/engine/texture.h index 9f5a4c0..d4e078e 100644 --- a/source/engine/texture.h +++ b/source/engine/texture.h @@ -2,6 +2,7 @@ #define TEXTURE_H #include "timer.h" +#include #define TEX_SPEC 0 #define TEX_NORM 1 @@ -67,6 +68,7 @@ struct Texture { struct Texture *texture_pullfromfile(const char *path); // Create texture from image struct Texture *texture_loadfromfile(const char *path); // Create texture & load to gpu +struct Texture *str2tex(const char *path); void tex_gpu_reload(struct Texture *tex); // gpu_free then gpu_load void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu void tex_bind(struct Texture *tex); // Bind to gl context @@ -88,6 +90,7 @@ void anim_incr(struct anim2d *anim); void anim_decr(struct anim2d *anim); struct glrect tex_get_rect(struct Texture *tex); +cpVect tex_get_dimensions(struct Texture *tex); struct glrect anim_get_rect(struct anim2d *anim); int anim_frames(struct TexAnim *a); diff --git a/source/shaders/gridvert.glsl b/source/shaders/gridvert.glsl index 92ec666..7b754aa 100644 --- a/source/shaders/gridvert.glsl +++ b/source/shaders/gridvert.glsl @@ -2,15 +2,16 @@ layout (location = 0) in vec2 pos; out vec2 apos; +uniform vec2 offset; + layout (std140) uniform Projection { mat4 projection; }; void main() { - mat4 iproj = inverse(projection); - vec4 ipos = iproj * vec4(pos, 0.f, 1.f); - apos = ipos.xy; + vec4 ipos = inverse(projection) * vec4(pos, 0.f, 1.f); + apos = ipos.xy + offset; gl_Position = vec4(pos, 0.f, 1.f); -} \ No newline at end of file +}