Update to PGE v2.25

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2, Sig, Sigo 9 months ago
parent c939769807
commit 0b917cfa55
  1. 197
      pixelGameEngine.h
  2. BIN
      pixelGameEngine.o
  3. BIN
      pixelGameEngine_wasm.o

@ -3,7 +3,7 @@
olcPixelGameEngine.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v2.23 |
| OneLoneCoder Pixel Game Engine v2.25 |
| "What do you need? Pixels... Lots of Pixels..." - javidx9 |
+-------------------------------------------------------------+
@ -193,11 +193,11 @@
Special thanks to my Patreons too - I wont name you on here, but I've
certainly enjoyed my tea and flapjacks :D
- In Memory of SaladinAkara 25.06.2023 -
Author
~~~~~~
David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022
David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022, 2023, 2024
*/
#pragma endregion
@ -315,11 +315,11 @@
+FillTexturedTriangle() - Software rasterizes a textured, coloured, triangle
+FillTexturedPolygon() - Hijacks DecalStructure for configuration
+olc::vf2d arguments for Sprite::Sample() functions
SIG Updates:
The following additions are included in Sig's version of the PGE header (this is a sig version)
+GetAnyKey() - Returns when a key is activated
+GetAnyKeyPress() - Returns when a key is pressed down (and if a keyboard key, which key it was)
2.22: = Fix typo on dragged file buffers for unicode builds
2.23: Fixed Emscripten host sizing errors - Thanks Moros
Fixed v2d_generic.clamp() function
2.24: Fix FillTexturedTriangle() to remove const-ref
2.25: +DrawPolygonDecal(pos, tex, w, col)
!! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !!
!! Volunteers willing to help appreciated, though PRs are manually integrated with credit !!
@ -399,7 +399,7 @@ int main()
#include <cstring>
#pragma endregion
#define PGE_VER 223
#define PGE_VER 225
// O------------------------------------------------------------------------------O
// | COMPILER CONFIGURATION ODDITIES |
@ -580,6 +580,7 @@ namespace olc
// O------------------------------------------------------------------------------O
// | olc::Pixel - Represents a 32-Bit RGBA colour |
// O------------------------------------------------------------------------------O
#if !defined(OLC_IGNORE_PIXEL)
struct Pixel
{
union
@ -625,7 +626,7 @@ namespace olc
BLUE(0, 0, 255), DARK_BLUE(0, 0, 128), VERY_DARK_BLUE(0, 0, 64),
MAGENTA(255, 0, 255), DARK_MAGENTA(128, 0, 128), VERY_DARK_MAGENTA(64, 0, 64),
WHITE(255, 255, 255), BLACK(0, 0, 0), BLANK(0, 0, 0, 0);
#endif
// Thanks to scripticuk and others for updating the key maps
// NOTE: The GLUT platform will need updating, open to contributions ;)
enum Key
@ -851,7 +852,6 @@ namespace olc
STENCIL,
ILLUMINATE,
WIREFRAME,
MODEL3D,
};
enum class DecalStructure
@ -892,10 +892,12 @@ namespace olc
std::vector<olc::vf2d> pos;
std::vector<olc::vf2d> uv;
std::vector<float> w;
std::vector<float> z;
std::vector<olc::Pixel> tint;
olc::DecalMode mode = olc::DecalMode::NORMAL;
olc::DecalStructure structure = olc::DecalStructure::FAN;
uint32_t points = 0;
bool depth = false;
};
struct LayerDesc
@ -976,8 +978,6 @@ namespace olc
virtual bool OnUserUpdate(float fElapsedTime);
// Called once on application termination, so you can be one clean coder
virtual bool OnUserDestroy();
virtual void GetAnyKey();
virtual void GetAnyKeyPress(olc::Key pressedKey);
// Called when a text entry is confirmed with "enter" key
virtual void OnTextEntryComplete(const std::string& sText);
@ -1090,7 +1090,7 @@ namespace olc
void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE);
void FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE);
// Fill a textured and coloured triangle
void FillTexturedTriangle(const std::vector<olc::vf2d>& vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex);
void FillTexturedTriangle(std::vector<olc::vf2d> vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex);
void FillTexturedPolygon(const std::vector<olc::vf2d>& vPoints, const std::vector<olc::vf2d>& vTex, const std::vector<olc::Pixel>& vColour, olc::Sprite* sprTex, olc::DecalStructure structure = olc::DecalStructure::LIST);
// Draws an entire sprite at location (x,y)
void DrawSprite(int32_t x, int32_t y, Sprite* sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
@ -1142,6 +1142,8 @@ namespace olc
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = olc::WHITE);
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& tint);
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& colours, const olc::Pixel tint);
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& colours, const olc::Pixel tint);
// Draws a line in Decal Space
void DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p = olc::WHITE);
void DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
@ -1191,6 +1193,7 @@ namespace olc
// Draws a vector of vertices, interprted as individual triangles
void LW3D_DrawTriangles(olc::Decal* decal, const std::vector<std::array<float,3>>& pos, const std::vector<olc::vf2d>& tex, const std::vector<olc::Pixel>& col);
void LW3D_DrawWarpedDecal(olc::Decal* decal, const std::vector<std::array<float, 3>>& pos, const olc::Pixel& tint);
void LW3D_ModelTranslate(const float x, const float y, const float z);
@ -1460,6 +1463,7 @@ namespace olc
// O------------------------------------------------------------------------------O
// | olc::Pixel IMPLEMENTATION |
// O------------------------------------------------------------------------------O
#if !defined(OLC_IGNORE_PIXEL)
Pixel::Pixel()
{ r = 0; g = 0; b = 0; a = nDefaultAlpha; }
@ -1570,7 +1574,7 @@ namespace olc
Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t)
{ return (p2 * t) + p1 * (1.0f - t); }
#endif
// O------------------------------------------------------------------------------O
// | olc::Sprite IMPLEMENTATION |
// O------------------------------------------------------------------------------O
@ -2191,8 +2195,8 @@ namespace olc
auto rol = [&](void) { pattern = (pattern << 1) | (pattern >> 31); return pattern & 1; };
olc::vi2d p1(x1, y1), p2(x2, y2);
//if (!ClipLineToScreen(p1, p2))
// return;
if (!ClipLineToScreen(p1, p2))
return;
x1 = p1.x; y1 = p1.y;
x2 = p2.x; y2 = p2.y;
@ -2584,7 +2588,7 @@ namespace olc
}
}
void PixelGameEngine::FillTexturedTriangle(const std::vector<olc::vf2d>& vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex)
void PixelGameEngine::FillTexturedTriangle(std::vector<olc::vf2d> vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex)
{
olc::vi2d p1 = vPoints[0];
olc::vi2d p2 = vPoints[1];
@ -3000,7 +3004,28 @@ namespace olc
di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
di.uv[i] = uv[i];
di.tint[i] = tint;
di.w[i] = 1.0f;
di.w[i] = depth[i];
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& colours, const olc::Pixel tint)
{
DecalInstance di;
di.decal = decal;
di.points = uint32_t(pos.size());
di.pos.resize(di.points);
di.uv.resize(di.points);
di.w.resize(di.points);
di.tint.resize(di.points);
for (uint32_t i = 0; i < di.points; i++)
{
di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
di.uv[i] = uv[i];
di.tint[i] = colours[i] * tint;
di.w[i] = depth[i];
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
@ -3017,17 +3042,64 @@ namespace olc
di.pos.resize(di.points);
di.uv.resize(di.points);
di.w.resize(di.points);
di.z.resize(di.points);
di.tint.resize(di.points);
for (uint32_t i = 0; i < di.points; i++)
{
di.pos[i] = { pos[i][0], pos[i][1] };
di.w[i] = pos[i][2];
di.z[i] = pos[i][2];
di.uv[i] = tex[i];
di.tint[i] = col[i];
}
di.mode = DecalMode::MODEL3D;
di.mode = nDecalMode;
di.structure = DecalStructure::LIST;
di.depth = true;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::LW3D_DrawWarpedDecal(olc::Decal* decal, const std::vector<std::array<float, 3>>& pos, const olc::Pixel& tint)
{
// Thanks Nathan Reed, a brilliant article explaining whats going on here
// http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/
DecalInstance di;
di.points = 4;
di.decal = decal;
di.tint = { tint, tint, tint, tint };
di.w = { 1, 1, 1, 1 };
di.z = { 1, 1, 1, 1 };
di.pos.resize(4);
di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
olc::vf2d center;
float rd = ((pos[2][0] - pos[0][0]) * (pos[3][1] - pos[1][1]) - (pos[3][0] - pos[1][0]) * (pos[2][1] - pos[0][1]));
if (rd != 0)
{
rd = 1.0f / rd;
float rn = ((pos[3][0] - pos[1][0]) * (pos[0][1] - pos[1][1]) - (pos[3][1] - pos[1][1]) * (pos[0][0] - pos[1][0])) * rd;
float sn = ((pos[2][0] - pos[0][0]) * (pos[0][1] - pos[1][1]) - (pos[2][1] - pos[0][1]) * (pos[0][0] - pos[1][0])) * rd;
if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f))
{
center.x = pos[0][0] + rn * (pos[2][0] - pos[0][0]);
center.y = pos[0][1] + rn * (pos[2][1] - pos[0][1]);
}
float d[4];
for (int i = 0; i < 4; i++)
d[i] = std::sqrt((pos[i][0] - center.x) * (pos[i][0] - center.x) + (pos[i][1] - center.y) * (pos[i][1] - center.y));
for (int i = 0; i < 4; i++)
{
float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3];
di.uv[i] *= q;
di.w[i] *= q;
di.z[i] = pos[i][2];
di.pos[i] = { (pos[i][0] * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i][1] * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
di.depth = true;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
}
#endif
void PixelGameEngine::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p)
@ -3682,9 +3754,6 @@ namespace olc
bool PixelGameEngine::OnUserDestroy()
{ return true; }
void PixelGameEngine::GetAnyKey(){};
void PixelGameEngine::GetAnyKeyPress(olc::Key pressedKey){};
void PixelGameEngine::OnTextEntryComplete(const std::string& sText) { UNUSED(sText); }
bool PixelGameEngine::OnConsoleCommand(const std::string& sCommand) { UNUSED(sCommand); return false; }
@ -3842,10 +3911,8 @@ namespace olc
platform->HandleSystemEvent();
// Compare hardware input states from previous frame
auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount,bool keyboard=true)
auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount)
{
bool pressed=false;
int key;
for (uint32_t i = 0; i < nKeyCount; i++)
{
pKeys[i].bPressed = false;
@ -3854,8 +3921,6 @@ namespace olc
{
if (pStateNew[i])
{
pressed=true;
key=i;
pKeys[i].bPressed = !pKeys[i].bHeld;
pKeys[i].bHeld = true;
}
@ -3864,18 +3929,13 @@ namespace olc
pKeys[i].bReleased = true;
pKeys[i].bHeld = false;
}
GetAnyKey();
}
pStateOld[i] = pStateNew[i];
}
if (pressed) {
if (keyboard) {GetAnyKeyPress((olc::Key)key);}
else {GetAnyKeyPress(olc::Key::NONE);}
}
};
ScanHardware(pKeyboardState, pKeyOldState, pKeyNewState, 256);
ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons, false);
ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons);
// Cache mouse coordinates so they remain consistent during frame
vMousePos = vMousePosCache;
@ -4382,7 +4442,6 @@ namespace olc
switch (mode)
{
case olc::DecalMode::NORMAL:
case olc::DecalMode::MODEL3D:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case olc::DecalMode::ADDITIVE:
@ -4430,59 +4489,36 @@ namespace olc
else
glBindTexture(GL_TEXTURE_2D, decal.decal->id);
if (nDecalMode == DecalMode::MODEL3D)
if (decal.depth)
{
#ifdef OLC_ENABLE_EXPERIMENTAL
glMatrixMode(GL_PROJECTION); glPushMatrix();
glMatrixMode(GL_MODELVIEW); glPushMatrix();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0f, 1.0f, -1.0f, 1.0f, 1, 1000);
#pragma comment (lib, "winmm.lib")
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, -40, -200);
glRotatef(float(clock()) * 0.1f, 1, 0, 0);
glRotatef(float(clock()) * 0.1f * 2, 0, 1, 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (nDecalMode == DecalMode::WIREFRAME)
glBegin(GL_LINE_LOOP);
else
{
if(decal.structure == olc::DecalStructure::FAN)
glBegin(GL_TRIANGLE_FAN);
else if(decal.structure == olc::DecalStructure::STRIP)
glBegin(GL_TRIANGLE_STRIP);
else if(decal.structure == olc::DecalStructure::LIST)
glBegin(GL_TRIANGLES);
}
glBegin(GL_TRIANGLES);
if (decal.depth)
{
// Render as 3D Spatial Entity
for (uint32_t n = 0; n < decal.points; n++)
{
glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a);
glTexCoord2f(decal.uv[n].x, decal.uv[n].y);
glVertex3f(decal.pos[n].x, decal.pos[n].y, decal.w[n]);
glTexCoord4f(decal.uv[n].x, decal.uv[n].y, 0.0f, decal.w[n]);
glVertex3f(decal.pos[n].x, decal.pos[n].y, decal.z[n]);
}
glEnd();
glMatrixMode(GL_PROJECTION); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glPopMatrix();
glDisable(GL_DEPTH_TEST);
#endif
}
else
{
if (nDecalMode == DecalMode::WIREFRAME)
glBegin(GL_LINE_LOOP);
else
{
if(decal.structure == olc::DecalStructure::FAN)
glBegin(GL_TRIANGLE_FAN);
else if(decal.structure == olc::DecalStructure::STRIP)
glBegin(GL_TRIANGLE_STRIP);
else if(decal.structure == olc::DecalStructure::LIST)
glBegin(GL_TRIANGLES);
}
// Render as 2D Spatial entity
for (uint32_t n = 0; n < decal.points; n++)
{
@ -4490,12 +4526,15 @@ namespace olc
glTexCoord4f(decal.uv[n].x, decal.uv[n].y, 0.0f, decal.w[n]);
glVertex2f(decal.pos[n].x, decal.pos[n].y);
}
glEnd();
}
//glDisable(GL_DEPTH_TEST);
glEnd();
if (decal.depth)
{
glDisable(GL_DEPTH_TEST);
}
}
uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override

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