Lightmap 100 and 120 shaders. Snake and platformer example refining.

This commit is contained in:
jussi
2023-11-16 22:37:28 +02:00
parent 118a1f3a8b
commit 5c8324d25f
8 changed files with 253 additions and 110 deletions

View File

@@ -208,6 +208,10 @@ CC= gcc
# to
CC= emcc
CFLAGS= -Wall -O2 $(MYCFLAGS) -fno-stack-protector -fno-common -march=native
# to
CFLAGS= -Wall -O2 $(MYCFLAGS) -fno-stack-protector -fno-common
AR= ar rc
# to
AR= emar

View File

@@ -4,6 +4,9 @@ Cam3D = require( "camera3d" )
local PLANE_SIZE = 8
local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
-- local GLSL_VERSION = "100" -- PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
local monitor = 0
local camera = {}
local tileTexture = nil
@@ -52,10 +55,8 @@ function RL.init()
lightmap = RL.LoadTexture( RL.GetBasePath().."../resources/images/lightmap.png" )
RL.SetTextureFilter( lightmap, RL.TEXTURE_FILTER_TRILINEAR )
shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
RL.GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
print( "shader", shader )
shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/lightmap.vs",
RL.GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/lightmap.fs" )
local materialData = {
shader = shader,
@@ -79,7 +80,6 @@ function RL.init()
},
}
material = RL.CreateMaterial( materialData )
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end

View File

@@ -2,6 +2,7 @@ package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Vec2 = require( "vector2" )
Rect = require( "rectangle" )
local TILE_SIZE = 16
local PLAYER_MAXSPEED = 1.5
@@ -21,27 +22,26 @@ local tilemap = {
size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ),
tiles = {},
tileRects = {
{ 224, 112, TILE_SIZE, TILE_SIZE },
{ 224, 48, TILE_SIZE, TILE_SIZE },
{ 208, 48, TILE_SIZE, TILE_SIZE },
{ 240, 48, TILE_SIZE, TILE_SIZE },
{ 256, 96, TILE_SIZE, TILE_SIZE },
{ 256, 112, TILE_SIZE, TILE_SIZE },
Rect:new( 224, 112, TILE_SIZE, TILE_SIZE ),
Rect:new( 224, 48, TILE_SIZE, TILE_SIZE ),
Rect:new( 208, 48, TILE_SIZE, TILE_SIZE ),
Rect:new( 240, 48, TILE_SIZE, TILE_SIZE ),
Rect:new( 256, 96, TILE_SIZE, TILE_SIZE ),
Rect:new( 256, 112, TILE_SIZE, TILE_SIZE ),
},
}
local player = {
vel = Vec2:new( 0, 0 ),
pos = Vec2:new( 32, 32 ), -- Center bottom.
colRect = { 0, 0, 12, 14 },
colRect = Rect:new( 0, 0, 12, 14 ),
onFloor = false,
frames = {
{ 6, 14, 20, 18 },
{ 39, 13, 20, 19 },
{ 70, 14, 20, 18 },
{ 6, 45, 20, 18 },
{ 38, 45, 20, 18 },
{ 70, 45, 20, 18 },
Rect:new( 6, 14, 20, 18 ),
Rect:new( 39, 13, 20, 19 ),
Rect:new( 70, 14, 20, 18 ),
Rect:new( 6, 45, 20, 18 ),
Rect:new( 38, 45, 20, 18 ),
Rect:new( 70, 45, 20, 18 ),
},
walkAnimFrames = { 2, 3, 4, 3 },
curFrame = 1,
@@ -103,33 +103,33 @@ end
local function tileCollision( entity )
local vPos = entity.pos + entity.vel -- Future pos with current vel.
local vRect = Util.tableClone( entity.colRect )
local vRect = entity.colRect:clone()
local tinyGap = 0.001 -- Tiny gap between collisionRect and tile to prevent getting stuck on all seams.
-- Move test rect to predicted position.
vRect[1] = vPos.x - vRect[3] / 2
vRect.x = vPos.x - vRect.width / 2
-- Tile range where collision box is affecting.
local tileRect = {
math.floor( vRect[1] / TILE_SIZE ),
math.floor( vRect[2] / TILE_SIZE ),
math.floor( ( vRect[1] + vRect[3] ) / TILE_SIZE ),
math.floor( ( vRect[2] + vRect[4] ) / TILE_SIZE ),
}
local tileRect = Rect:new(
math.floor( vRect.x / TILE_SIZE ),
math.floor( vRect.y / TILE_SIZE ),
math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
math.floor( ( vRect.y + vRect.height ) / TILE_SIZE )
)
for y = tileRect[2], tileRect[4] do
for y = tileRect.y, tileRect.height do
if 0 < entity.vel.x then
if isTileWall( Vec2:new( tileRect[3], y ) ) then
if isTileWall( Vec2:new( tileRect.width, y ) ) then
-- Use new_x to push out of tile.
local new_x = tileRect[3] * TILE_SIZE - ( entity.colRect[1] + entity.colRect[3] )
local new_x = tileRect.width * TILE_SIZE - ( entity.colRect.x + entity.colRect.width )
entity.vel.x = new_x - tinyGap
break
end
elseif entity.vel.x < 0 then
if isTileWall( Vec2:new( tileRect[1], y ) ) then
local new_x = ( tileRect[1] * TILE_SIZE + TILE_SIZE ) - entity.colRect[1]
if isTileWall( Vec2:new( tileRect.x, y ) ) then
local new_x = ( tileRect.x * TILE_SIZE + TILE_SIZE ) - entity.colRect.x
entity.vel.x = new_x + tinyGap
break
@@ -138,20 +138,20 @@ local function tileCollision( entity )
end
-- Calculate new tileRect for y.
vRect[1] = entity.colRect[1] -- Reset to non predicted one.
vRect[2] = vPos.y - vRect[4]
vRect.x = entity.colRect.x -- Reset to non predicted one.
vRect.y = vPos.y - vRect.height
tileRect = {
math.floor( vRect[1] / TILE_SIZE ),
math.floor( vRect[2] / TILE_SIZE ),
math.floor( ( vRect[1] + vRect[3] ) / TILE_SIZE ),
math.floor( ( vRect[2] + vRect[4] ) / TILE_SIZE ),
}
tileRect:set(
math.floor( vRect.x / TILE_SIZE ),
math.floor( vRect.y / TILE_SIZE ),
math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
math.floor( ( vRect.y + vRect.height ) / TILE_SIZE )
)
for x = tileRect[1], tileRect[3] do
for x = tileRect.x, tileRect.width do
if 0 < entity.vel.y then
if isTileWall( Vec2:new( x, tileRect[4] ) ) then
local new_y = tileRect[4] * TILE_SIZE - ( entity.colRect[2] + entity.colRect[4] )
if isTileWall( Vec2:new( x, tileRect.height ) ) then
local new_y = tileRect.height * TILE_SIZE - ( entity.colRect.y + entity.colRect.height )
-- math.max prevents bounce when hitting right on the corner.
entity.vel.y = math.max( new_y - tinyGap, 0 )
player.onFloor = true
@@ -159,8 +159,8 @@ local function tileCollision( entity )
break
end
elseif entity.vel.y < 0 then
if isTileWall( Vec2:new( x, tileRect[2] ) ) then
local new_y = ( tileRect[2] * TILE_SIZE + TILE_SIZE ) - entity.colRect[2]
if isTileWall( Vec2:new( x, tileRect.y ) ) then
local new_y = ( tileRect.y * TILE_SIZE + TILE_SIZE ) - entity.colRect.y
entity.vel.y = new_y + tinyGap
break
@@ -216,8 +216,8 @@ local function playerMovement( delta )
tileCollision( player )
player.pos = player.pos + player.vel
player.colRect[1] = player.pos.x - player.colRect[3] / 2
player.colRect[2] = player.pos.y - player.colRect[4]
player.colRect.x = player.pos.x - player.colRect.width / 2
player.colRect.y = player.pos.y - player.colRect.height
end
function RL.process( delta )
@@ -270,16 +270,16 @@ local function drawPlayer()
-- Draw rect.
local src = Util.tableClone( player.frames[ player.curFrame ] )
local dst = {
player.pos.x - src[3] / 2,
player.pos.y - src[4],
src[3],
src[4],
}
local src = player.frames[ player.curFrame ]:clone()
local dst = Rect:new(
player.pos.x - src.width / 2,
player.pos.y - src.height,
src.width,
src.height
)
if player.facing < 0 then
src[3] = -src[3]
src.width = -src.width
end
RL.DrawTexturePro( tex, src, dst, { 0, 0 }, 0.0, RL.WHITE )
@@ -293,5 +293,12 @@ function RL.draw()
drawPlayer()
RL.EndTextureMode()
RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
RL.DrawTexturePro(
RL.GetRenderTextureTexture( framebuffer ),
{ 0, 0, res.x, -res.y },
{ 0, 0, winSize.x, winSize.y },
{ 0, 0 },
0.0,
RL.WHITE
)
end

View File

@@ -0,0 +1,22 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec2 fragTexCoord2;
varying vec3 fragPosition;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec4 texelColor2 = texture2D(texture1, fragTexCoord2);
gl_FragColor = texelColor * texelColor2;
}

View File

@@ -0,0 +1,31 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec2 vertexTexCoord2;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec2 fragTexCoord2;
varying vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragTexCoord2 = vertexTexCoord2;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -0,0 +1,20 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec2 fragTexCoord2;
varying vec3 fragPosition;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec4 texelColor2 = texture2D(texture1, fragTexCoord2);
gl_FragColor = texelColor * texelColor2;
}

View File

@@ -0,0 +1,31 @@
#version 120
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec2 vertexTexCoord2;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec2 fragTexCoord2;
varying vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragTexCoord2 = vertexTexCoord2;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -1,16 +1,21 @@
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Vec2 = require( "vector2" )
Rect = require( "rectangle" )
-- Defines
local RESOLUTION = { 128, 128 }
local RESOLUTION = Vec2:new( 128, 128 )
local TILE_SIZE = 8
local LEVEL_SIZE = RESOLUTION[1] / TILE_SIZE
local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum wannabe.
local LEVEL_SIZE = RESOLUTION.x / TILE_SIZE
local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum.
-- Resources
local framebuffer = nil
local monitor = 0
local monitorPos = RL.GetMonitorPosition( monitor )
local monitorSize = RL.GetMonitorSize( monitor )
local monitorPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) )
local winScale = 6
local winSize = { RESOLUTION[1] * winScale, RESOLUTION[2] * winScale }
local winSize = Vec2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale )
local gameState = STATE.GAME
local grassTexture = -1
local snakeTexture = -1
@@ -22,38 +27,39 @@ local applePos = {}
local function setSnake()
snake = {
heading = { 1, 0 },
control = { 1, 0 },
headPos = { LEVEL_SIZE / 2, LEVEL_SIZE / 2 },
segments = {},
heading = Vec2:new( 1, 0 ),
control = Vec2:new( 1, 0 ),
headPos = Vec2:new( LEVEL_SIZE / 2, LEVEL_SIZE / 2 ),
segments = {}, -- { pos Vec2, heading Vec2 }
grow = 2,
}
end
local function vector2IsEqual( v1, v2 )
return v1[1] == v2[1] and v1[2] == v2[2]
end
local function addSegment()
-- If first segment, grow from head and otherwise from tail. New segments are inserted firts.
if #snake.segments == 0 then
table.insert( snake.segments, 1, { pos = snake.headPos, heading = snake.heading } )
table.insert( snake.segments, 1, {
pos = snake.headPos:clone(),
heading = snake.heading:clone()
} )
else
table.insert( snake.segments, 1, { pos = snake.segments[ #snake.segments ].pos,
heading = snake.segments[ #snake.segments ].heading } )
table.insert( snake.segments, 1, {
pos = snake.segments[ #snake.segments ].pos:clone(),
heading = snake.segments[ #snake.segments ].heading:clone()
} )
end
end
local function setApplePos()
applePos = { math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) }
applePos = Vec2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
local search = true
while search do
search = false
applePos = { math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) }
applePos = Vec2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
for _, seg in ipairs( snake.segments ) do
search = vector2IsEqual( applePos, seg.pos )
search = applePos == seg.pos
if search then
break
@@ -68,7 +74,7 @@ function RL.init()
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( winSize )
RL.SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
RL.SetWindowTitle( "Snake" )
RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) )
@@ -92,30 +98,30 @@ local function moveSnake()
-- Move body.
for i, seg in ipairs( snake.segments ) do
if i < #snake.segments then
seg.pos = snake.segments[ i+1 ].pos
seg.heading = snake.segments[ i+1 ].heading
seg.pos = snake.segments[ i+1 ].pos:clone()
seg.heading = snake.segments[ i+1 ].heading:clone()
else
seg.pos = snake.headPos
seg.heading = snake.heading
seg.pos = snake.headPos:clone()
seg.heading = snake.heading:clone()
end
end
-- Move head.
snake.heading = { snake.control[1], snake.control[2] }
snake.headPos = { snake.headPos[1] + snake.heading[1], snake.headPos[2] + snake.heading[2] }
snake.heading = Vec2:new( snake.control.x, snake.control.y )
snake.headPos = Vec2:new( snake.headPos.x + snake.heading.x, snake.headPos.y + snake.heading.y )
-- Check appple eating.
if vector2IsEqual( snake.headPos, applePos ) then
if snake.headPos == applePos then
snake.grow = snake.grow + 1
setApplePos()
end
-- Check if hit to body.
for _, seg in ipairs( snake.segments ) do
if vector2IsEqual( snake.headPos, seg.pos ) then
if snake.headPos == seg.pos then
gameState = STATE.OVER
end
end
-- Check if outside or level.
if snake.headPos[1] < 0 or LEVEL_SIZE <= snake.headPos[1] or snake.headPos[2] < 0 or LEVEL_SIZE <= snake.headPos[2] then
if snake.headPos.x < 0 or LEVEL_SIZE <= snake.headPos.x or snake.headPos.y < 0 or LEVEL_SIZE <= snake.headPos.y then
gameState = STATE.OVER
end
@@ -125,14 +131,14 @@ end
function RL.process( delta )
if gameState == STATE.GAME then -- Run game.
-- Controls.
if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading[1] then
snake.control = { 1, 0 }
elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading[1] <= 0 then
snake.control = { -1, 0 }
elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading[2] then
snake.control = { 0, 1 }
elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading[2] <= 0 then
snake.control = { 0, -1 }
if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading.x then
snake.control = Vec2:new( 1, 0 )
elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading.x <= 0 then
snake.control = Vec2:new( -1, 0 )
elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading.y then
snake.control = Vec2:new( 0, 1 )
elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading.y <= 0 then
snake.control = Vec2:new( 0, -1 )
end
moveTimer = moveTimer - gameSpeed * delta
@@ -160,46 +166,61 @@ end
--[[ Check if next segment is on left side. There are more mathematically elegant solution to this, but there is
only four possibilities so we can just check them all. ]]--
local function onLeft( this, nextSeg )
return ( vector2IsEqual( this, { 0, -1 } ) and vector2IsEqual( nextSeg, { -1, 0 } ) )
or ( vector2IsEqual( this, { -1, 0 } ) and vector2IsEqual( nextSeg, { 0, 1 } ) )
or ( vector2IsEqual( this, { 0, 1 } ) and vector2IsEqual( nextSeg, { 1, 0 } ) )
or ( vector2IsEqual( this, { 1, 0 } ) and vector2IsEqual( nextSeg, { 0, -1 } ) )
return ( this == Vec2:new( 0, -1 ) and nextSeg == Vec2:new( -1, 0 ) )
or ( this == Vec2:new( -1, 0 ) and nextSeg == Vec2:new( 0, 1 ) )
or ( this == Vec2:new( 0, 1 ) and nextSeg == Vec2:new( 1, 0 ) )
or ( this == Vec2:new( 1, 0 ) and nextSeg == Vec2:new( 0, -1 ) )
end
local function drawSnake()
for i, seg in ipairs( snake.segments ) do
local angle = math.deg( RL.Vector2Angle( { 0, 0 }, seg.heading ) )
local source = { 16, 0, 8, 8 }
local source = Rect:new( 16, 0, 8, 8 )
if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
source[1] = 8
source.x = 8
if 1 < #snake.segments then
angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
end
elseif i < #snake.segments and not vector2IsEqual( seg.heading, snake.segments[ i+1 ].heading ) then -- Turned middle segments.
source[1] = 0
elseif i < #snake.segments and seg.heading ~= snake.segments[ i+1 ].heading then -- Turned middle segments.
source.x = 0
-- Mirror turned segment to other way.
if onLeft( seg.heading, snake.segments[ i+1 ].heading ) then
source[4] = -8
source.height = -8
end
elseif i == #snake.segments and not vector2IsEqual( seg.heading, snake.heading ) then -- Turned segment before head.
source[1] = 0
elseif i == #snake.segments and seg.heading ~= snake.heading then -- Turned segment before head.
source.x = 0
if onLeft( seg.heading, snake.heading ) then
source[4] = -8
source.height = -8
end
end
-- Notice that we set the origin to center { 4, 4 } that acts as pivot point. We also have to adjust our dest position by 4.
RL.DrawTexturePro( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, RL.WHITE )
RL.DrawTexturePro(
snakeTexture,
source,
{ seg.pos.x * TILE_SIZE + 4, seg.pos.y * TILE_SIZE + 4, 8, 8 },
{ 4, 4 },
angle,
RL.WHITE
)
end
-- Let's draw the head last to keep it on top.
local angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.heading ) )
RL.DrawTexturePro( snakeTexture, { 24, 0, 8, 8 }, { snake.headPos[1] * TILE_SIZE + 4, snake.headPos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, RL.WHITE )
RL.DrawTexturePro(
snakeTexture,
{ 24, 0, 8, 8 },
{ snake.headPos.x * TILE_SIZE + 4,
snake.headPos.y * TILE_SIZE + 4, 8, 8 },
{ 4, 4 },
angle,
RL.WHITE
)
end
local function drawApple()
RL.DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, RL.WHITE )
RL.DrawTexture( appleTexture, { applePos.x * TILE_SIZE, applePos.y * TILE_SIZE }, RL.WHITE )
end
function RL.draw()
@@ -218,5 +239,12 @@ function RL.draw()
RL.EndTextureMode()
-- Draw framebuffer to window.
RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, RL.WHITE )
RL.DrawTexturePro(
RL.GetRenderTextureTexture( framebuffer ),
{ 0, 0, RESOLUTION.x, -RESOLUTION.y },
{ 0, 0, winSize.x, winSize.y },
{ 0, 0 },
0.0,
RL.WHITE
)
end