code: additional platform rework

isolation_bkp/dynres
Dominik Madarász 2021-08-11 14:23:40 +02:00
parent d0a31f78a5
commit c1ab9a2faf
4 changed files with 86 additions and 77 deletions

View File

@ -21,8 +21,6 @@ static bool request_shutdown;
#define CAM_OVERLAY_ZOOM_LEVEL 0.80f
static Camera2D render_camera;
#include "renderer_v0.c"
void platform_init() {
@ -34,29 +32,11 @@ void platform_init() {
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
render_camera.target = (Vector2){0.0f,0.0f};
render_camera.offset = (Vector2){screenWidth/2.0f, screenHeight/2.0f};
render_camera.rotation = 0.0f;
render_camera.zoom = 1.5f;
// NOTE(zaklaus): Paint the screen before we load the game
// TODO(zaklaus): Render a cool loading screen background maybe? :wink: :wink:
BeginDrawing();
ClearBackground(GetColor(0x222034));
char const *loading_text = "zpl.eco2d is loading...";
int text_w = MeasureText(loading_text, 120);
DrawText(loading_text, GetScreenWidth()-text_w-15, GetScreenHeight()-135, 120, RAYWHITE);
EndDrawing();
blocks_setup();
assets_setup();
renderer_init();
}
void platform_shutdown() {
blocks_destroy();
assets_destroy();
renderer_shutdown();
CloseWindow();
}
@ -109,20 +89,11 @@ void platform_input() {
}
}
void do_entity_fadeinout(uint64_t key, entity_view * data);
void lerp_entity_positions(uint64_t key, entity_view *data);
void platform_render() {
profile(PROF_ENTITY_LERP) {
game_world_view_active_entity_map(lerp_entity_positions);
game_world_view_active_entity_map(do_entity_fadeinout);
}
render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, 0.18);
camera_update();
camera game_camera = camera_get();
render_camera.target = (Vector2){game_camera.x, game_camera.y};
zoom_overlay_tran = zpl_lerp(zoom_overlay_tran, (target_zoom <= CAM_OVERLAY_ZOOM_LEVEL) ? 1.0f : 0.0f, GetFrameTime()*2.0f);
renderer_draw();
@ -142,47 +113,3 @@ float platform_zoom_get(void) {
void platform_request_close(void) {
request_shutdown = true;
}
void lerp_entity_positions(uint64_t key, entity_view *data) {
(void)key;
world_view *view = game_world_view_get_active();
if (data->flag == EFLAG_INTERP) {
#if 1
data->x = smooth_val(data->x, data->tx, view->delta_time[data->layer_id]);
data->y = smooth_val(data->y, data->ty, view->delta_time[data->layer_id]);
data->heading = smooth_val_spherical(data->heading, data->theading, view->delta_time[data->layer_id]);
#else
data->x = data->tx;
data->y = data->ty;
data->heading = data->theading;
#endif
}
}
void do_entity_fadeinout(uint64_t key, entity_view * data) {
(void)key;
switch (data->tran_effect) {
case ETRAN_FADEIN: {
data->tran_time += GetFrameTime();
if (data->tran_time > 1.0f) {
data->tran_effect = ETRAN_NONE;
data->tran_time = 1.0f;
}
}break;
case ETRAN_FADEOUT: {
data->tran_time -= GetFrameTime();
if (data->tran_time < 0.0f) {
data->tran_effect = ETRAN_REMOVE;
data->tran_time = 0.0f;
}
}break;
default: break;
}
}

View File

@ -1,5 +1,6 @@
#include "zpl.h"
#include "prediction.h"
#include "platform.h"
#include "world/world.h"
#include "game.h"
@ -67,3 +68,47 @@ void predict_receive_update(entity_view *d, entity_view *data) {
data->tran_effect = d->tran_effect;
data->tran_time = d->tran_time;
}
void lerp_entity_positions(uint64_t key, entity_view *data) {
(void)key;
world_view *view = game_world_view_get_active();
if (data->flag == EFLAG_INTERP) {
#if 1
data->x = smooth_val(data->x, data->tx, view->delta_time[data->layer_id]);
data->y = smooth_val(data->y, data->ty, view->delta_time[data->layer_id]);
data->heading = smooth_val_spherical(data->heading, data->theading, view->delta_time[data->layer_id]);
#else
data->x = data->tx;
data->y = data->ty;
data->heading = data->theading;
#endif
}
}
void do_entity_fadeinout(uint64_t key, entity_view * data) {
(void)key;
switch (data->tran_effect) {
case ETRAN_FADEIN: {
data->tran_time += platform_frametime();
if (data->tran_time > 1.0f) {
data->tran_effect = ETRAN_NONE;
data->tran_time = 1.0f;
}
}break;
case ETRAN_FADEOUT: {
data->tran_time -= platform_frametime();
if (data->tran_time < 0.0f) {
data->tran_effect = ETRAN_REMOVE;
data->tran_time = 0.0f;
}
}break;
default: break;
}
}

View File

@ -3,4 +3,7 @@
float smooth_val(float cur, float tgt, uint64_t dt);
void predict_receive_update(entity_view *d, entity_view *data);
float smooth_val_spherical(float cur, float tgt, uint64_t dt);
float smooth_val_spherical(float cur, float tgt, uint64_t dt);
void do_entity_fadeinout(uint64_t key, entity_view * data);
void lerp_entity_positions(uint64_t key, entity_view *data);

View File

@ -1,3 +1,4 @@
static Camera2D render_camera;
float zpl_lerp(float,float,float);
float zpl_to_degrees(float);
@ -103,6 +104,13 @@ void DEBUG_draw_entities_low(uint64_t key, entity_view * data) {
}
void renderer_draw(void) {
render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, 0.18);
camera_update();
camera game_camera = camera_get();
render_camera.target = (Vector2){game_camera.x, game_camera.y};
zoom_overlay_tran = zpl_lerp(zoom_overlay_tran, (target_zoom <= CAM_OVERLAY_ZOOM_LEVEL) ? 1.0f : 0.0f, GetFrameTime()*2.0f);
BeginDrawing();
profile (PROF_RENDER) {
ClearBackground(GetColor(0x222034));
@ -115,4 +123,30 @@ void renderer_draw(void) {
}
debug_draw();
EndDrawing();
}
}
void renderer_init(void) {
render_camera.target = (Vector2){0.0f,0.0f};
render_camera.offset = (Vector2){screenWidth >> 1, screenHeight >> 1};
render_camera.rotation = 0.0f;
render_camera.zoom = 1.5f;
// NOTE(zaklaus): Paint the screen before we load the game
// TODO(zaklaus): Render a cool loading screen background maybe? :wink: :wink:
BeginDrawing();
ClearBackground(GetColor(0x222034));
char const *loading_text = "zpl.eco2d is loading...";
int text_w = MeasureText(loading_text, 120);
DrawText(loading_text, GetScreenWidth()-text_w-15, GetScreenHeight()-135, 120, RAYWHITE);
EndDrawing();
blocks_setup();
assets_setup();
}
void renderer_shutdown(void) {
blocks_destroy();
assets_destroy();
}