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mirror of https://github.com/XProger/OpenLara.git synced 2025-07-31 02:10:35 +02:00

#3 add input by arrows ctrl and Z, X; #16 reduce VAOs objects count on sprite sequences

This commit is contained in:
XProger
2016-11-05 01:19:28 +03:00
parent f108518de9
commit 4390eb9a96
3 changed files with 19 additions and 27 deletions

View File

@@ -747,18 +747,18 @@ struct Lara : Controller {
virtual int getInputMask() { virtual int getInputMask() {
mask = 0; mask = 0;
int &p = Input::joy.POV; int &p = Input::joy.POV;
if (Input::down[ikW] || p == 8 || p == 1 || p == 2) mask |= FORTH; if (Input::down[ikW] || Input::down[ikUp] || p == 8 || p == 1 || p == 2) mask |= FORTH;
if (Input::down[ikD] || p == 2 || p == 3 || p == 4) mask |= RIGHT; if (Input::down[ikD] || Input::down[ikRight] || p == 2 || p == 3 || p == 4) mask |= RIGHT;
if (Input::down[ikS] || p == 4 || p == 5 || p == 6) mask |= BACK; if (Input::down[ikS] || Input::down[ikDown] || p == 4 || p == 5 || p == 6) mask |= BACK;
if (Input::down[ikA] || p == 6 || p == 7 || p == 8) mask |= LEFT; if (Input::down[ikA] || Input::down[ikLeft] || p == 6 || p == 7 || p == 8) mask |= LEFT;
if (Input::down[ikJoyB]) mask = FORTH | BACK; // roll if (Input::down[ikJoyB]) mask = FORTH | BACK; // roll
if (Input::down[ikJoyRT]) mask = WALK | RIGHT; // step right if (Input::down[ikJoyRT] || Input::down[ikX]) mask = WALK | RIGHT; // step right
if (Input::down[ikJoyLT]) mask = WALK | LEFT; // step left if (Input::down[ikJoyLT] || Input::down[ikZ]) mask = WALK | LEFT; // step left
if (Input::down[ikSpace] || Input::down[ikJoyX]) mask |= JUMP; if (Input::down[ikSpace] || Input::down[ikJoyX]) mask |= JUMP;
if (Input::down[ikShift] || Input::down[ikJoyLB]) mask |= WALK; if (Input::down[ikShift] || Input::down[ikJoyLB]) mask |= WALK;
if (Input::down[ikE] || Input::down[ikMouseL] || Input::down[ikJoyA]) mask |= ACTION; if (Input::down[ikE] || Input::down[ikCtrl] || Input::down[ikJoyA]) mask |= ACTION;
if (Input::down[ikQ] || Input::down[ikMouseR] || Input::down[ikJoyY]) mask |= WEAPON; if (Input::down[ikQ] || Input::down[ikAlt] || Input::down[ikJoyY]) mask |= WEAPON;
if (health <= 0) mask = DEATH; if (health <= 0) mask = DEATH;
return mask; return mask;
} }

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@@ -224,8 +224,8 @@ struct MeshBuilder {
spriteSequences[i].iCount = level.spriteSequences[i].sCount * 6; spriteSequences[i].iCount = level.spriteSequences[i].sCount * 6;
iCount += level.spriteSequences[i].sCount * 6; iCount += level.spriteSequences[i].sCount * 6;
vCount += level.spriteSequences[i].sCount * 4; vCount += level.spriteSequences[i].sCount * 4;
aCount += level.spriteSequences[i].sCount; }
} aCount += level.spriteSequencesCount;
// get size of simple shadow spot mesh (8 triangles, 8 vertices) // get size of simple shadow spot mesh (8 triangles, 8 vertices)
shadowBlob.vStart = vCount; shadowBlob.vStart = vCount;
@@ -444,7 +444,7 @@ struct MeshBuilder {
for (int i = 0; i < level.spriteSequencesCount; i++) for (int i = 0; i < level.spriteSequencesCount; i++)
for (int j = 0; j < level.spriteSequences[i].sCount; j++) { for (int j = 0; j < level.spriteSequences[i].sCount; j++) {
TR::SpriteTexture &sprite = level.spriteTextures[level.spriteSequences[i].sStart + j]; TR::SpriteTexture &sprite = level.spriteTextures[level.spriteSequences[i].sStart + j];
addSprite(indices, vertices, iCount, vCount, vCount, 0, 0, 0, sprite, 255); addSprite(indices, vertices, iCount, vCount, spriteSequences[i].vStart, 0, 0, 0, sprite, 255);
} }
// build shadow spot // build shadow spot
@@ -483,16 +483,7 @@ struct MeshBuilder {
} }
for (int i = 0; i < level.spriteSequencesCount; i++) for (int i = 0; i < level.spriteSequencesCount; i++)
for (int j = 0; j < spriteSequences[i].iCount / 6; j++) { // init VAO for each frame mesh->initRange(spriteSequences[i]);
MeshRange range = spriteSequences[i];
range.iCount = 6;
range.iStart += j * 6;
range.vStart += j * 4;
mesh->initRange(range);
if (j == 0)
spriteSequences[i].aIndex = range.aIndex;
}
for (int i = 0; i < mCount; i++) for (int i = 0; i < mCount; i++)
mesh->initRange(meshInfo[i]); mesh->initRange(meshInfo[i]);
mesh->initRange(shadowBlob); mesh->initRange(shadowBlob);
@@ -671,7 +662,8 @@ struct MeshBuilder {
void renderSprite(int sequenceIndex, int frame) { void renderSprite(int sequenceIndex, int frame) {
MeshRange range = spriteSequences[sequenceIndex]; MeshRange range = spriteSequences[sequenceIndex];
range.aIndex += frame; range.iCount = 6;
range.iStart += frame * 6;
mesh->render(range); mesh->render(range);
} }

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@@ -5,7 +5,7 @@
<span id="status">Starting...</span> <span id="status">Starting...</span>
<input type="button" value="fullscreen" onclick="Module.requestFullScreen(false, true)"><br><br> <input type="button" value="fullscreen" onclick="Module.requestFullScreen(false, true)"><br><br>
<canvas id="canvas" width="160" height="120" oncontextmenu="event.preventDefault()"></canvas><br> <canvas id="canvas" width="160" height="120" oncontextmenu="event.preventDefault()"></canvas><br>
<span id="info"><a target="_blank" href="https://github.com/XProger/OpenLara">OpenLara on github</a><br>(controls: move - WASD, jump - Space, action - E/MouseL, walk - Shift, camera - MouseR)</span> <span id="info"><a target="_blank" href="https://github.com/XProger/OpenLara">OpenLara on github</a><br>(controls -> gamepad or keyboad: move - WASD / arrows, jump - Space, action - E/Ctrl, walk - Shift, side steps - ZX/walk+direction, camera - MouseR)</span>
<script type='text/javascript'> <script type='text/javascript'>
var statusElement = document.getElementById('status'); var statusElement = document.getElementById('status');