adding gameplay buffer

This commit is contained in:
Noel Berry
2021-01-02 13:51:50 -08:00
parent 7d917a98a2
commit 8db43ce18e
6 changed files with 182 additions and 2 deletions

55
src/game.cpp Normal file
View File

@ -0,0 +1,55 @@
#include "game.h"
#include "content.h"
using namespace TL;
void Game::startup()
{
// load our content
Content::load();
// framebuffer for the game
buffer = FrameBuffer::create(320, 180);
// set batcher to use Nearest Filter
batch.default_sampler = TextureSampler(TextureFilter::Nearest);
}
void Game::shutdown()
{
}
void Game::update()
{
}
void Game::render()
{
// draw gameplay stuff
{
buffer->clear(Color::red);
batch.str(Content::font, "Hello World", Vec2(32, 32), Color::white);
batch.render(buffer);
batch.clear();
}
// draw buffer to the screen
{
float scale = Calc::min(
App::backbuffer->width() / (float)buffer->width(),
App::backbuffer->height() / (float)buffer->height());
Vec2 screen_center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2;
Vec2 buffer_center = Vec2(buffer->width(), buffer->height()) / 2;
App::backbuffer->clear(Color::black);
batch.push_matrix(Mat3x2::create_transform(screen_center, buffer_center, Vec2::one * scale, 0));
batch.tex(buffer->attachment(0), Vec2::zero, Color::white);
batch.pop_matrix();
batch.render(App::backbuffer);
batch.clear();
}
}