mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-13 16:44:50 +02:00
Merge branch 'master' of https://github.com/XProger/OpenLara
This commit is contained in:
13
src/cache.h
13
src/cache.h
@@ -73,6 +73,8 @@ struct ShaderCache {
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compile(Core::passCompose, Shader::ENTITY, FX_CLIP_PLANE);
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compile(Core::passCompose, Shader::ENTITY, FX_UNDERWATER);
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compile(Core::passCompose, Shader::ENTITY, FX_UNDERWATER | FX_CLIP_PLANE);
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compile(Core::passCompose, Shader::ENTITY, FX_ALPHA_TEST);
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compile(Core::passCompose, Shader::ENTITY, FX_ALPHA_TEST | FX_CLIP_PLANE);
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compile(Core::passCompose, Shader::SPRITE, FX_ALPHA_TEST);
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compile(Core::passCompose, Shader::SPRITE, FX_ALPHA_TEST | FX_CLIP_PLANE);
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compile(Core::passCompose, Shader::SPRITE, FX_UNDERWATER | FX_ALPHA_TEST);
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@@ -107,7 +109,7 @@ struct ShaderCache {
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}
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}
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const char *passNames[] = { "COMPOSE", "SHADOW", "AMBIENT", "FILTER", "WATER" };
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const char *passNames[] = { "COMPOSE", "SHADOW", "AMBIENT", "WATER", "FILTER", "GUI" };
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const char *src = NULL;
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const char *typ = NULL;
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switch (pass) {
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@@ -146,6 +148,13 @@ struct ShaderCache {
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sprintf(def, "%s#define PASS_%s\n#define FILTER_%s\n", ext, passNames[pass], typ);
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break;
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}
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case Core::passGUI : {
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static const char *typeNames[] = { "DEFAULT" };
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src = GUI;
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typ = typeNames[type];
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sprintf(def, "%s#define PASS_%s\n", ext, passNames[pass]);
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break;
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}
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default : ASSERT(false);
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}
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LOG("shader: compile %s -> %s %s%s%s\n", passNames[pass], typ, (fx & FX_UNDERWATER) ? "underwater " : "", (fx & FX_ALPHA_TEST) ? "alphaTest " : "", (fx & FX_CLIP_PLANE) ? "clipPlane" : "");
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@@ -610,7 +619,7 @@ struct WaterCache {
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Core::setCulling(cfFront);
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// get refraction texture
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if (!refract || Core::width > refract->width || Core::height > refract->height) {
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if (!refract || Core::width != refract->width || Core::height != refract->height) {
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delete refract;
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refract = new Texture(Core::width, Core::height, Texture::RGBA, false);
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}
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|
76
src/core.h
76
src/core.h
@@ -114,6 +114,11 @@
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PFNGLOBJECTLABELPROC glObjectLabel;
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PFNGLPUSHDEBUGGROUPPROC glPushDebugGroup;
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PFNGLPOPDEBUGGROUPPROC glPopDebugGroup;
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PFNGLGENQUERIESPROC glGenQueries;
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PFNGLDELETEQUERIESPROC glDeleteQueries;
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PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv;
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PFNGLBEGINQUERYPROC glBeginQuery;
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PFNGLENDQUERYPROC glEndQuery;
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#endif
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// Shader
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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@@ -173,26 +178,63 @@
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struct Shader;
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struct Texture;
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namespace Core {
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struct {
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bool VAO;
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bool depthTexture;
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bool shadowSampler;
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bool discardFrame;
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bool texNPOT;
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bool texFloat, texFloatLinear;
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bool texHalf, texHalfLinear;
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bool shaderBinary;
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#ifdef PROFILE
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bool profMarker;
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bool profTiming;
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#endif
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} support;
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}
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#ifdef PROFILE
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struct Marker {
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Marker(const char *title) {
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if (glPushDebugGroup) glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 1, -1, title);
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if (Core::support.profMarker) glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 1, -1, title);
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}
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~Marker() {
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if (glPopDebugGroup) glPopDebugGroup();
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if (Core::support.profMarker) glPopDebugGroup();
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}
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static void setLabel(GLenum id, GLuint name, const char *label) {
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if (glObjectLabel) glObjectLabel(id, name, -1, label);
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if (Core::support.profMarker) glObjectLabel(id, name, -1, label);
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}
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};
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struct Timing {
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GLuint ID;
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int &result;
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Timing(int &result) : result(result) {
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if (!Core::support.profTiming) return;
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glGenQueries(1, &ID);
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glBeginQuery(GL_TIME_ELAPSED, ID);
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}
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~Timing() {
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if (!Core::support.profTiming) return;
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glEndQuery(GL_TIME_ELAPSED);
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glGetQueryObjectiv(ID, GL_QUERY_RESULT, (GLint*)&result);
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glDeleteQueries(1, &ID);
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}
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};
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#define PROFILE_MARKER(title) Marker marker(title)
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#define PROFILE_LABEL(id, name, label) Marker::setLabel(GL_##id, name, label)
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#define PROFILE_TIMING(result) Timing timing(result)
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#else
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#define PROFILE_MARKER(title)
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#define PROFILE_LABEL(id, name, label)
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#define PROFILE_TIMING(time)
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#endif
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enum CullMode { cfNone, cfBack, cfFront };
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@@ -212,7 +254,7 @@ namespace Core {
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Texture *blackTex, *whiteTex;
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enum Pass { passCompose, passShadow, passAmbient, passFilter, passWater, passMAX } pass;
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enum Pass { passCompose, passShadow, passAmbient, passWater, passFilter, passGUI, passMAX } pass;
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GLuint FBO;
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struct RenderTargetCache {
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@@ -236,6 +278,9 @@ namespace Core {
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struct Stats {
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int dips, tris, frame, fps, fpsTime;
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#ifdef PROFILE
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int tFrame;
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#endif
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Stats() : frame(0), fps(0), fpsTime(0) {}
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@@ -246,6 +291,9 @@ namespace Core {
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void stop() {
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if (fpsTime < getTime()) {
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LOG("FPS: %d DIP: %d TRI: %d\n", fps, dips, tris);
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#ifdef PROFILE
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LOG("frame time: %d mcs\n", tFrame / 1000);
|
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#endif
|
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fps = frame;
|
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frame = 0;
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fpsTime = getTime() + 1000;
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@@ -254,17 +302,6 @@ namespace Core {
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||||
}
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} stats;
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struct {
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bool VAO;
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bool depthTexture;
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||||
bool shadowSampler;
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||||
bool discardFrame;
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||||
bool texNPOT;
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||||
bool texFloat, texFloatLinear;
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bool texHalf, texHalfLinear;
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bool shaderBinary;
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} support;
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||||
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||||
struct {
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||||
bool ambient;
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bool lighting;
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@@ -298,6 +335,11 @@ namespace Core {
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GetProcOGL(glObjectLabel);
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GetProcOGL(glPushDebugGroup);
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GetProcOGL(glPopDebugGroup);
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GetProcOGL(glGenQueries);
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GetProcOGL(glDeleteQueries);
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GetProcOGL(glGetQueryObjectiv);
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GetProcOGL(glBeginQuery);
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GetProcOGL(glEndQuery);
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#endif
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GetProcOGL(glCreateProgram);
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@@ -363,6 +405,10 @@ namespace Core {
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support.texFloat = support.texFloatLinear || extSupport(ext, "_texture_float");
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support.texHalfLinear = extSupport(ext, "GL_ARB_texture_float") || extSupport(ext, "_texture_half_float_linear");
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support.texHalf = support.texHalfLinear || extSupport(ext, "_texture_half_float");
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#ifdef PROFILE
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support.profMarker = extSupport(ext, "_KHR_debug");
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support.profTiming = extSupport(ext, "_timer_query");
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#endif
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char *vendor = (char*)glGetString(GL_VENDOR);
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LOG("Vendor : %s\n", vendor);
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|
22
src/game.h
22
src/game.h
@@ -4,13 +4,17 @@
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#include "core.h"
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#include "format.h"
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#include "level.h"
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#include "ui.h"
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namespace Game {
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Level *level;
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UI *ui;
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void startLevel(Stream *lvl, Stream *snd, bool demo, bool home) {
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delete ui;
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delete level;
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level = new Level(*lvl, snd, demo, home);
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ui = new UI(level);
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delete lvl;
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}
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@@ -23,6 +27,7 @@ namespace Game {
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Core::settings.water = Core::support.texFloat || Core::support.texHalf;
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level = NULL;
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ui = NULL;
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startLevel(lvl, snd, false, false);
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}
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@@ -35,17 +40,13 @@ namespace Game {
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}
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void free() {
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delete ui;
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delete level;
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Core::free();
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}
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||||
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||||
void updateTick() {
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||||
float dt = Core::deltaTime;
|
||||
if (Input::down[ikV]) { // third <-> first person view
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level->camera->changeView(!level->camera->firstPerson);
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Input::down[ikV] = false;
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}
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if (Input::down[ikR]) // slow motion (for animation debugging)
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Core::deltaTime /= 10.0f;
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@@ -59,7 +60,14 @@ namespace Game {
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}
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void update(float delta) {
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delta = min(1.0f, delta);
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if (Input::down[ikV]) { // third <-> first person view
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level->camera->changeView(!level->camera->firstPerson);
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Input::down[ikV] = false;
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}
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||||
|
||||
Core::deltaTime = delta = min(1.0f, delta);
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ui->update();
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||||
|
||||
while (delta > EPS) {
|
||||
Core::deltaTime = min(delta, 1.0f / 30.0f);
|
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Game::updateTick();
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@@ -68,8 +76,10 @@ namespace Game {
|
||||
}
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||||
|
||||
void render() {
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||||
PROFILE_TIMING(Core::stats.tFrame);
|
||||
Core::beginFrame();
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||||
level->render();
|
||||
ui->renderTouch();
|
||||
Core::endFrame();
|
||||
}
|
||||
}
|
||||
|
12
src/gui.glsl
12
src/gui.glsl
@@ -1,6 +1,6 @@
|
||||
R"====(
|
||||
#ifdef GL_ES
|
||||
precision highp int;
|
||||
precision lowp int;
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
@@ -8,7 +8,7 @@ varying vec2 vTexCoord;
|
||||
|
||||
#ifdef VERTEX
|
||||
uniform mat4 uViewProj;
|
||||
uniform mat4 uModel;
|
||||
uniform vec4 uPosScale;
|
||||
|
||||
attribute vec4 aCoord;
|
||||
attribute vec4 aTexCoord;
|
||||
@@ -16,17 +16,15 @@ varying vec2 vTexCoord;
|
||||
#define TEXCOORD_SCALE (1.0 / 32767.0)
|
||||
|
||||
void main() {
|
||||
vec4 coord = uModel * vec4(aCoord.xyz, 1.0);
|
||||
vTexCoord = aTexCoord.xy * TEXCOORD_SCALE;
|
||||
coord.xy += aTexCoord.zw;
|
||||
gl_Position = uViewProj * coord;
|
||||
gl_Position = uViewProj * vec4(aCoord.xy * uPosScale.zw + uPosScale.xy, 0.0, 1.0);
|
||||
}
|
||||
#else
|
||||
uniform sampler2D sDiffuse;
|
||||
uniform vec4 uColor;
|
||||
uniform vec4 uMaterial;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = texture2D(sDiffuse, vTexCoord) * uColor;
|
||||
gl_FragColor = /* texture2D(sDiffuse, vTexCoord) * */ uMaterial;
|
||||
}
|
||||
#endif
|
||||
)===="
|
46
src/input.h
46
src/input.h
@@ -12,7 +12,7 @@ enum InputKey { ikNone,
|
||||
// mouse
|
||||
ikMouseL, ikMouseR, ikMouseM,
|
||||
// touch
|
||||
ikTouchA, ikTouchB,
|
||||
ikTouchA, ikTouchB, ikTouchC, ikTouchD, ikTouchE, ikTouchF,
|
||||
// gamepad
|
||||
ikJoyA, ikJoyB, ikJoyX, ikJoyY, ikJoyLB, ikJoyRB, ikJoySelect, ikJoyStart, ikJoyL, ikJoyR, ikJoyLT, ikJoyRT, ikJoyPOV,
|
||||
ikMAX };
|
||||
@@ -34,13 +34,11 @@ namespace Input {
|
||||
int POV;
|
||||
} joy;
|
||||
|
||||
struct {
|
||||
vec2 A, B;
|
||||
|
||||
struct {
|
||||
vec2 A, B;
|
||||
} start;
|
||||
} touch;
|
||||
struct Touch {
|
||||
int id;
|
||||
vec2 start;
|
||||
vec2 pos;
|
||||
} touch[6];
|
||||
|
||||
void reset() {
|
||||
memset(down, 0, sizeof(down));
|
||||
@@ -58,8 +56,12 @@ namespace Input {
|
||||
case ikMouseL : mouse.start.L = mouse.pos; break;
|
||||
case ikMouseR : mouse.start.R = mouse.pos; break;
|
||||
case ikMouseM : mouse.start.M = mouse.pos; break;
|
||||
case ikTouchA : touch.start.A = touch.A; break;
|
||||
case ikTouchB : touch.start.B = touch.B; break;
|
||||
case ikTouchA :
|
||||
case ikTouchB :
|
||||
case ikTouchC :
|
||||
case ikTouchD :
|
||||
case ikTouchE :
|
||||
case ikTouchF : touch[key - ikTouchA].start = touch[key - ikTouchA].pos; break;
|
||||
default : ;
|
||||
}
|
||||
down[key] = value;
|
||||
@@ -72,14 +74,32 @@ namespace Input {
|
||||
case ikMouseM : mouse.pos = pos; return;
|
||||
case ikJoyL : joy.L = pos; return;
|
||||
case ikJoyR : joy.R = pos; return;
|
||||
case ikTouchA : touch.A = pos; return;
|
||||
case ikTouchB : touch.B = pos; return;
|
||||
case ikJoyLT : joy.LT = pos.x; break;
|
||||
case ikJoyRT : joy.RT = pos.x; break;
|
||||
case ikJoyPOV : joy.POV = (int)pos.x; break;
|
||||
case ikTouchA :
|
||||
case ikTouchB :
|
||||
case ikTouchC :
|
||||
case ikTouchD :
|
||||
case ikTouchE :
|
||||
case ikTouchF : touch[key - ikTouchA].pos = pos; return;
|
||||
default : return;
|
||||
}
|
||||
setDown(key, pos.x > 0.0f);
|
||||
setDown(key, pos.x > 0.0f); // gamepad LT, RT, POV auto-down state
|
||||
}
|
||||
|
||||
InputKey getTouch(int id) {
|
||||
for (int i = 0; i < COUNT(touch); i++)
|
||||
if (down[ikTouchA + i] && touch[i].id == id)
|
||||
return InputKey(ikTouchA + i);
|
||||
|
||||
for (int i = 0; i < COUNT(touch); i++)
|
||||
if (!down[ikTouchA + i]) {
|
||||
touch[i].id = id;
|
||||
return InputKey(ikTouchA + i);
|
||||
}
|
||||
|
||||
return ikNone;
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -1656,13 +1656,13 @@ struct Lara : Character {
|
||||
if (Input::joy.L.x != 0.0f) {
|
||||
input |= (Input::joy.L.x < 0.0f) ? LEFT : RIGHT;
|
||||
if (moving || stand == STAND_UNDERWATER || stand == STAND_ONWATER)
|
||||
rotFactor.y = min(fabsf(Input::joy.L.x) / 0.75f, 1.0f);
|
||||
rotFactor.y = min(fabsf(Input::joy.L.x) / 0.9f, 1.0f);
|
||||
}
|
||||
|
||||
if (Input::joy.L.y != 0.0f) {
|
||||
input |= (Input::joy.L.y < 0.0f) ? FORTH : BACK;
|
||||
if (stand == STAND_UNDERWATER)
|
||||
rotFactor.x = min(fabsf(Input::joy.L.y) / 0.75f, 1.0f);
|
||||
rotFactor.x = min(fabsf(Input::joy.L.y) / 0.9f, 1.0f);
|
||||
}
|
||||
|
||||
return input;
|
||||
|
10
src/level.h
10
src/level.h
@@ -70,7 +70,7 @@ struct Level : IGame {
|
||||
}
|
||||
|
||||
virtual void setShader(Core::Pass pass, Shader::Type type, bool underwater = false, bool alphaTest = false) {
|
||||
shaderCache->bind(pass, type, (underwater ? ShaderCache::FX_UNDERWATER : 0) | (alphaTest ? ShaderCache::FX_ALPHA_TEST : 0) | (params->clipHeight != NO_CLIP_PLANE ? ShaderCache::FX_CLIP_PLANE : 0));
|
||||
shaderCache->bind(pass, type, (underwater ? ShaderCache::FX_UNDERWATER : 0) | (alphaTest ? ShaderCache::FX_ALPHA_TEST : 0) | ((params->clipHeight != NO_CLIP_PLANE && pass == Core::passCompose) ? ShaderCache::FX_CLIP_PLANE : 0));
|
||||
}
|
||||
|
||||
virtual void renderEnvironment(int roomIndex, const vec3 &pos, Texture **targets, int stride = 0) {
|
||||
@@ -824,7 +824,7 @@ struct Level : IGame {
|
||||
glEnd();
|
||||
Core::setDepthTest(true);
|
||||
|
||||
/*
|
||||
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
@@ -834,9 +834,9 @@ struct Level : IGame {
|
||||
glLoadIdentity();
|
||||
glOrtho(0, Core::width, 0, Core::height, 0, 1);
|
||||
|
||||
// if (waterCache->count)
|
||||
// waterCache->refract->bind(sDiffuse);
|
||||
// else
|
||||
if (waterCache->count)
|
||||
waterCache->refract->bind(sDiffuse);
|
||||
else
|
||||
shadow->bind(sDiffuse);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
@@ -7,16 +7,16 @@
|
||||
<supports-screens android:smallScreens="true" android:largeScreens="true" android:normalScreens="true" android:xlargeScreens="true" />
|
||||
|
||||
<uses-feature android:glEsVersion="0x00020000" android:required="true" />
|
||||
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
|
||||
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
|
||||
<uses-permission android:name="android.permission.INTERNET" />
|
||||
<uses-permission android:name="com.qti.permission.PROFILER" />
|
||||
<!--
|
||||
android:debuggable="true"
|
||||
-->
|
||||
<application
|
||||
android:allowBackup="true"
|
||||
android:icon="@drawable/ic_launcher"
|
||||
android:label="@string/app_name">
|
||||
android:label="@string/app_name"
|
||||
android:debuggable="true">
|
||||
<activity
|
||||
android:name=".MainActivity"
|
||||
android:label="@string/app_name"
|
||||
|
@@ -107,7 +107,6 @@ int getPOV(int x, int y) {
|
||||
}
|
||||
|
||||
JNI_METHOD(void, nativeTouch)(JNIEnv* env, jobject obj, jint id, jint state, jfloat x, jfloat y) {
|
||||
if (id > 1) return;
|
||||
// gamepad
|
||||
if (state < 0) {
|
||||
switch (state) {
|
||||
@@ -118,32 +117,12 @@ JNI_METHOD(void, nativeTouch)(JNIEnv* env, jobject obj, jint id, jint state, jfl
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (state == 3 && x < Core::width / 2) {
|
||||
vec2 center(Core::width * 0.25f, Core::height * 0.6f);
|
||||
vec2 pos(x, y);
|
||||
vec2 d = pos - center;
|
||||
Input::setPos(ikJoyL, d.normal());
|
||||
};
|
||||
|
||||
if (state == 2 && x > Core::width / 2) {
|
||||
int i = y / (Core::height / 3);
|
||||
InputKey key;
|
||||
if (i == 0)
|
||||
key = ikJoyX;
|
||||
else if (i == 1)
|
||||
key = ikJoyA;
|
||||
else
|
||||
key = ikJoyY;
|
||||
Input::setDown(key, true);
|
||||
}
|
||||
|
||||
if (state == 1) {
|
||||
Input::setPos(ikJoyL, vec2(0.0f));
|
||||
Input::setDown(ikJoyA, false);
|
||||
Input::setDown(ikJoyX, false);
|
||||
Input::setDown(ikJoyY, false);
|
||||
}
|
||||
// touch
|
||||
InputKey key = Input::getTouch(id);
|
||||
if (key == ikNone) return;
|
||||
Input::setPos(key, vec2(x, y));
|
||||
if (state == 1 || state == 2)
|
||||
Input::setDown(key, state == 2);
|
||||
}
|
||||
|
||||
JNI_METHOD(void, nativeSoundFill)(JNIEnv* env, jobject obj, jshortArray buffer) {
|
||||
|
@@ -199,44 +199,16 @@ EM_BOOL keyCallback(int eventType, const EmscriptenKeyboardEvent *e, void *userD
|
||||
}
|
||||
|
||||
EM_BOOL touchCallback(int eventType, const EmscriptenTouchEvent *e, void *userData) {
|
||||
bool flag = false;
|
||||
/*
|
||||
for (int i = 0; i < e->numTouches; i++) {
|
||||
long x = e->touches[i].canvasX;
|
||||
long y = e->touches[i].canvasY;
|
||||
if (x < 0 || y < 0 || x >= Core::width || y >= Core::height) continue;
|
||||
flag = true;
|
||||
InputKey key = Input::getTouch(e->touches[i].identifier);
|
||||
if (key == ikNone) continue;
|
||||
Input::setPos(key, vec2(e->touches[i].canvasX, e->touches[i].canvasY));
|
||||
|
||||
switch (eventType) {
|
||||
case EMSCRIPTEN_EVENT_TOUCHSTART :
|
||||
if (x > Core::width / 2)
|
||||
Input::joy.down[(y > Core::height / 2) ? 1 : 4] = true;
|
||||
break;
|
||||
case EMSCRIPTEN_EVENT_TOUCHMOVE :
|
||||
if (x < Core::width / 2) {
|
||||
vec2 center(Core::width * 0.25f, Core::height * 0.6f);
|
||||
vec2 pos(x, y);
|
||||
vec2 d = pos - center;
|
||||
|
||||
Input::Joystick &joy = Input::joy;
|
||||
|
||||
joy.L.x = d.x;
|
||||
joy.L.y = d.y;
|
||||
if (joy.L != vec2(0.0f))
|
||||
joy.L.normalize();
|
||||
}
|
||||
break;
|
||||
case EMSCRIPTEN_EVENT_TOUCHEND :
|
||||
case EMSCRIPTEN_EVENT_TOUCHCANCEL : {
|
||||
Input::joy.L = vec2(0.0f);
|
||||
Input::joy.down[1] = false;
|
||||
Input::joy.down[4] = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART || eventType == EMSCRIPTEN_EVENT_TOUCHEND || eventType == EMSCRIPTEN_EVENT_TOUCHCANCEL)
|
||||
Input::setDown(key, eventType == EMSCRIPTEN_EVENT_TOUCHSTART);
|
||||
}
|
||||
*/
|
||||
return flag;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
EM_BOOL mouseCallback(int eventType, const EmscriptenMouseEvent *e, void *userData) {
|
||||
@@ -267,10 +239,10 @@ int main() {
|
||||
emscripten_set_keyup_callback(0, 0, 1, keyCallback);
|
||||
emscripten_set_resize_callback(0, 0, 1, resizeCallback);
|
||||
|
||||
emscripten_set_touchstart_callback(0, 0, 1, touchCallback);
|
||||
emscripten_set_touchend_callback(0, 0, 1, touchCallback);
|
||||
emscripten_set_touchmove_callback(0, 0, 1, touchCallback);
|
||||
emscripten_set_touchcancel_callback(0, 0, 1, touchCallback);
|
||||
emscripten_set_touchstart_callback(0, 0, 0, touchCallback);
|
||||
emscripten_set_touchend_callback(0, 0, 0, touchCallback);
|
||||
emscripten_set_touchmove_callback(0, 0, 0, touchCallback);
|
||||
emscripten_set_touchcancel_callback(0, 0, 0, touchCallback);
|
||||
|
||||
emscripten_set_mousedown_callback(0, 0, 1, mouseCallback);
|
||||
emscripten_set_mouseup_callback(0, 0, 1, mouseCallback);
|
||||
|
@@ -198,6 +198,7 @@
|
||||
<ClInclude Include="..\..\enemy.h" />
|
||||
<ClInclude Include="..\..\frustum.h" />
|
||||
<ClInclude Include="..\..\game.h" />
|
||||
<ClInclude Include="..\..\ui.h" />
|
||||
<ClInclude Include="..\..\input.h" />
|
||||
<ClInclude Include="..\..\inventory.h" />
|
||||
<ClInclude Include="..\..\lara.h" />
|
||||
|
@@ -128,7 +128,7 @@ PREGISTERTOUCHWINDOW RegisterTouchWindowX;
|
||||
PGETTOUCHINPUTINFO GetTouchInputInfoX;
|
||||
PCLOSETOUCHINPUTHANDLE CloseTouchInputHandleX;
|
||||
|
||||
#define MAX_TOUCH_COUNT 10
|
||||
#define MAX_TOUCH_COUNT 6
|
||||
|
||||
void touchInit(HWND hWnd) {
|
||||
int value = GetSystemMetrics(SM_DIGITIZER);
|
||||
@@ -142,17 +142,23 @@ void touchInit(HWND hWnd) {
|
||||
}
|
||||
}
|
||||
|
||||
void touchUpdate(HTOUCHINPUT hTouch, int count) {
|
||||
TOUCHINPUT touches[MAX_TOUCH_COUNT];
|
||||
void touchUpdate(HWND hWnd, HTOUCHINPUT hTouch, int count) {
|
||||
TOUCHINPUT touch[MAX_TOUCH_COUNT];
|
||||
count = min(count, MAX_TOUCH_COUNT);
|
||||
|
||||
if (!GetTouchInputInfoX(hTouch, count, touches, sizeof(TOUCHINPUT)))
|
||||
if (!GetTouchInputInfoX(hTouch, count, touch, sizeof(TOUCHINPUT)))
|
||||
return;
|
||||
|
||||
LOG("touch [ ", count);
|
||||
for (int i = 0; i < count; i++)
|
||||
LOG("%d (%d, %d) ", i, touches[i].x, touches[i].y);
|
||||
LOG("]\n");
|
||||
for (int i = 0; i < count; i++) {
|
||||
InputKey key = Input::getTouch(touch[i].dwID);
|
||||
if (key == ikNone) continue;
|
||||
POINT pos = { touch[i].x / 100, touch[i].y / 100 };
|
||||
ScreenToClient(hWnd, &pos);
|
||||
Input::setPos(key, vec2(float(pos.x), float(pos.y)));
|
||||
|
||||
if (touch[i].dwFlags & (TOUCHEVENTF_DOWN | TOUCHEVENTF_UP))
|
||||
Input::setDown(key, (touch[i].dwFlags & TOUCHEVENTF_DOWN) != 0);
|
||||
}
|
||||
|
||||
CloseTouchInputHandleX(hTouch);
|
||||
}
|
||||
@@ -283,10 +289,8 @@ static LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lPara
|
||||
return 1;
|
||||
// touch
|
||||
case WM_TOUCH :
|
||||
touchUpdate((HTOUCHINPUT)lParam, wParam);
|
||||
touchUpdate(hWnd, (HTOUCHINPUT)lParam, wParam);
|
||||
break;
|
||||
// TODO
|
||||
// sound
|
||||
default :
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@@ -47,6 +47,8 @@ typedef unsigned int uint32;
|
||||
|
||||
#define FOURCC(str) (*((uint32*)str))
|
||||
|
||||
#define COUNT(arr) (sizeof(arr) / sizeof(arr[0]))
|
||||
|
||||
template <typename T>
|
||||
inline const T& min(const T &a, const T &b) {
|
||||
return a < b ? a : b;
|
||||
@@ -231,7 +233,7 @@ struct vec3 {
|
||||
|
||||
struct vec4 {
|
||||
union {
|
||||
struct { vec2 xy; };
|
||||
struct { vec2 xy, zw; };
|
||||
struct { vec3 xyz; };
|
||||
struct { float x, y, z, w; };
|
||||
};
|
||||
@@ -240,6 +242,7 @@ struct vec4 {
|
||||
vec4(float s) : x(s), y(s), z(s), w(s) {}
|
||||
vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
|
||||
vec4(const vec3 &xyz, float w) : x(xyz.x), y(xyz.y), z(xyz.z), w(w) {}
|
||||
vec4(const vec2 &xy, const vec2 &zw) : x(xy.x), y(xy.y), z(zw.x), w(zw.y) {}
|
||||
|
||||
vec4 operator * (const vec4 &v) const { return vec4(x*v.x, y*v.y, z*v.z, w*v.w); }
|
||||
vec4& operator *= (const vec4 &v) { x*=v.x; y*=v.y; z*=v.z; w*=v.w; return *this; }
|
||||
|
Reference in New Issue
Block a user