Slightly rework scene rendering
Changelog: - Draw calls are now in rendering function of a scene - This is to allow flexibility on how a scene is rendered - Modify level scene to render level using RenderTexture - This is to prepare for camera implementation later - CloseWindow is called after all de-init functions is calledscene_man
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9eb46d0e57
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d4dfe01182
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@ -56,6 +56,6 @@ int main(void)
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spr2->elapsed = 0;
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}
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}
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CloseWindow();
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term_assets(&assets);
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CloseWindow();
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}
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@ -28,11 +28,13 @@ static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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LevelScene_t* lvl_scene = container_of(scene, LevelScene_t, scene);
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TileGrid_t tilemap = lvl_scene->data.tilemap;
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Entity_t* p_ent;
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BeginTextureMode(lvl_scene->data.game_viewport);
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ClearBackground(RAYWHITE);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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char buffer[6] = {0};
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@ -140,7 +142,16 @@ static void level_scene_render_func(Scene_t* scene)
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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EndTextureMode();
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BeginDrawing();
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ClearBackground(SKYBLUE);
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DrawTextureRec(
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lvl_scene->data.game_viewport.texture,
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(Rectangle){0, 0, lvl_scene->data.game_sz.x, -lvl_scene->data.game_sz.y},
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(Vector2){ 0, 0 },
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WHITE
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);
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// For DEBUG
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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@ -173,6 +184,7 @@ static void level_scene_render_func(Scene_t* scene)
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static char mempool_stats[512];
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print_mempool_stats(mempool_stats);
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DrawText(mempool_stats, tilemap.width * TILE_SIZE + 1, 350, 12, BLACK);
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EndDrawing();
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}
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static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
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@ -634,7 +634,7 @@ void tile_collision_system(Scene_t* scene)
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// Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
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// if (!p_ent->m_alive || !p_other_ent->m_alive) continue;
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//}
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sc_map_clear_32(&data->collision_events);
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//sc_map_clear_32(&data->collision_events);
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// Level boundary collision
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unsigned int level_width = tilemap.width * TILE_SIZE;
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@ -1094,12 +1094,15 @@ void sprite_animation_system(Scene_t* scene)
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void init_level_scene_data(LevelSceneData_t* data)
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{
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sc_map_init_32(&data->collision_events, 128, 0);
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//sc_map_init_32(&data->collision_events, 128, 0);
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data->game_viewport = LoadRenderTexture(32*TILE_SIZE, 16*TILE_SIZE);
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data->game_sz = (Vector2){32*TILE_SIZE, 16*TILE_SIZE};
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}
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void term_level_scene_data(LevelSceneData_t* data)
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{
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sc_map_term_32(&data->collision_events);
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//sc_map_term_32(&data->collision_events);
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UnloadRenderTexture(data->game_viewport); // Unload render texture
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}
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unsigned int player_sprite_transition_func(Entity_t* ent)
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@ -6,10 +6,13 @@
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static void menu_scene_render_func(Scene_t* scene)
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{
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MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("This is a game", 25, 220, 12, BLACK);
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UI_button(data->buttons, "Start");
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UI_button(data->buttons + 1, "Continue");
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UI_button(data->buttons + 2, "Exit");
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EndDrawing();
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}
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static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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@ -7,6 +7,10 @@
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#include "engine.h"
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#include "gui.h"
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#define container_of(ptr, type, member) ({ \
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const typeof( ((type *)0)->member ) *__mptr = (ptr); \
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(type *)( (char *)__mptr - offsetof(type,member) );})
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typedef enum TileType {
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EMPTY_TILE = 0,
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SOLID_TILE,
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@ -38,7 +42,8 @@ typedef struct TileGrid {
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typedef struct LevelSceneData {
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TileGrid_t tilemap;
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struct sc_map_32 collision_events;
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RenderTexture2D game_viewport;
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Vector2 game_sz;
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}LevelSceneData_t;
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typedef struct LevelScene {
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@ -57,7 +57,7 @@ int main(void)
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EndDrawing();
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if (WindowShouldClose()) break;
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}
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CloseWindow();
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free_menu_scene(&scene);
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sc_queue_term(&key_buffer);
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CloseWindow();
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}
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@ -77,13 +77,11 @@ int main(void)
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update_scene(&scene.scene);
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update_entity_manager(&scene.scene.ent_manager);
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// This is needed to advance time delta
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BeginDrawing();
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render_scene(&scene.scene);
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ClearBackground(RAYWHITE);
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EndDrawing();
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if (WindowShouldClose()) break;
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}
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CloseWindow();
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free_level_scene(&scene);
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sc_queue_term(&key_buffer);
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term_assets(&engine.assets);
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CloseWindow();
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}
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