sfw/demos/single_header_app/game_application.h

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#ifndef GAME_APPLICATION_H
#define GAME_APPLICATION_H
#include "sfw.h"
class GameApplication : public Application {
SFW_OBJECT(GameApplication, Application);
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public:
virtual void input_event(const Ref<InputEvent> &event) {
//ERR_PRINT(event->as_text());
Ref<InputEventKey> k = event;
if (k.is_valid()) {
if (k->is_echo()) {
return;
}
uint32_t scancode = k->get_scancode();
bool pressed = k->is_pressed();
if (scancode == KEY_W) {
up = pressed;
} else if (scancode == KEY_A) {
left = pressed;
} else if (scancode == KEY_S) {
down = pressed;
} else if (scancode == KEY_D) {
right = pressed;
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}
if (k->get_physical_scancode() == KEY_SPACE) {
if (pressed) {
immediate = !immediate;
}
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}
return;
}
Ref<InputEventMouseMotion> mm = event;
if (mm.is_valid()) {
if (mm->get_button_mask() & BUTTON_MASK_LEFT) {
tile_map->transform.translate(mm->get_relative());
}
}
}
virtual void update(float delta) {
Vector2 trn;
if (up) {
trn.y -= delta * 30.0;
}
if (down) {
trn.y += delta * 30.0;
}
if (left) {
trn.x -= delta * 30.0;
}
if (right) {
trn.x += delta * 30.0;
}
if (up || down || left || right) {
sprite->transform.translate(trn);
}
}
virtual void render() {
if (!immediate) {
render_obj();
} else {
render_immediate();
}
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}
virtual void render_immediate() {
Renderer *r = Renderer::get_singleton();
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//r->camera_2d_projection_set_to_window();
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r->clear_screen(Color());
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r->camera_2d_projection_set_to_window();
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r->draw_point(Vector2(15, 15));
r->draw_point(Vector2(18, 18), Color(1, 1, 0));
r->draw_line(Vector2(20, 20), Vector2(80, 20));
r->draw_line(Vector2(20, 20), Vector2(80, 40));
r->draw_line(Vector2(20, 30), Vector2(80, 30), Color(1, 1, 0));
r->draw_line(Vector2(20, 40), Vector2(80, 40), Color(1, 1, 0), 4);
r->draw_line(Vector2(20, 40), Vector2(80, 60), Color(1, 1, 0), 4);
r->draw_line_rect(Rect2(100, 100, 40, 40));
r->draw_line_rect(Rect2(150, 100, 40, 40), Color(1, 1, 0));
r->draw_line_rect(Rect2(200, 100, 40, 40), Color(1, 1, 1), 4);
r->draw_rect(Rect2(100, 150, 40, 40));
r->draw_rect(Rect2(150, 150, 40, 40), Color(1, 1, 0));
r->draw_texture(texture, Rect2(100, 200, 40, 40));
r->draw_texture(texture, Rect2(150, 200, 40, 40), Color(1, 0, 0));
r->draw_texture_clipped(texture, Rect2(20, 20, 30, 30), Rect2(100, 250, 40, 40));
r->draw_texture_clipped(texture, Rect2(20, 20, 30, 30), Rect2(150, 250, 40, 40), Color(1, 0, 0));
Transform2D t = Transform2D().rotated(Math_PI / 26.0);
r->draw_texture_tr(t, texture, Rect2(100, 300, 40, 40));
r->draw_texture_tr(t, texture, Rect2(150, 300, 40, 40), Color(1, 0, 0));
r->draw_texture_clipped_tr(t, texture, Rect2(20, 20, 30, 30), Rect2(100, 350, 40, 40));
r->draw_texture_clipped_tr(t, texture, Rect2(20, 20, 30, 30), Rect2(150, 350, 40, 40), Color(1, 0, 0));
//r->draw_mesh_2d(sprite->mesh_instance->mesh, texture, Vector2(1000, 500));
//r->draw_mesh_2d_tr(sprite->mesh_instance->mesh, texture, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 500)));
//r->draw_mesh_2d_mat(sprite->mesh_instance->mesh, material, Vector2(1000, 500));
//r->draw_mesh_2d_mat_tr(sprite->mesh_instance->mesh, material, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 600)));
r->draw_text_2d("draw_text_2d1", _font, Vector2(700, 100));
r->draw_text_2d("draw_text_2d2", _font, Vector2(800, 100), Color(1, 1, 0));
r->draw_text_2d_tf("draw_text_2d_tf1", _font, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 500)));
r->draw_text_2d_tf("draw_text_2d_tf2", _font, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1200, 500)), Color(0, 1, 0));
r->draw_text_2d_tf_material("draw_text_2d_tf_material1", _font, _font_test_mat, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 800)));
r->draw_text_2d_tf_material("draw_text_2d_tf_material2", _font, _font_test_mat, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1200, 800)), Color(1, 0, 0));
}
virtual void render_obj() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
static float rot = 0;
Transform t = camera->get_camera_transform();
t.basis = Basis(Vector3(0, 1, 0), rot);
camera->set_camera_transform(t);
rot += 0.01;
Ref<Image> d = texture->get_data();
texture->create_from_image(d);
camera->bind();
static float rotmi = 0;
mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
rotmi += 0.01;
mi->render();
camera_2d->bind();
sprite->render();
tile_map->render();
_font_test_sprite->render();
_font_test_mi->render();
_text_2d->render();
//TextRenderer::get_singleton()->font_init();
//TextRenderer::get_singleton()->font_print("test");
}
GameApplication() {
immediate = false;
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left = false;
right = false;
up = false;
down = false;
//int w;
//int h;
//SDL_GetWindowSize(Application::get_singleton()->window, &w, &h);
//float ar = static_cast<float>(w) / static_cast<float>(h);
//camera->width = camera->height * ar;
_font.instance();
_font->load_default(31.5);
_font_test_sprite = memnew(Sprite);
_font_test_mat.instance();
_font_test_mat->texture = _font->get_texture();
_font_test_sprite->mesh_instance->material = _font_test_mat;
_font_test_sprite->width = _font->get_atlas_width();
_font_test_sprite->height = _font->get_atlas_height();
_font_test_sprite->transform.set_origin(Vector2(1000, 100));
_font_test_sprite->update_mesh();
_font_test_mesh.instance();
_font_test_mesh->vertex_dimesions = 2;
_font_test_mi = memnew(MeshInstance2D());
_font_test_mi->material = _font_test_mat;
_font_test_mi->mesh = _font_test_mesh;
//_font_test_mi->transform.scale(Vector2(10, 10));
_font_test_mi->transform.set_origin(Vector2(1000, 400));
_font->generate_mesh("asdfgh\nasdfvb", _font_test_mesh, Color(1, 1, 0));
_font_test_mesh->upload();
image.instance();
image->load_from_file("icon.png");
//image->bumpmap_to_normalmap();
texture.instance();
//texture->load_image("icon.png");
texture->create_from_image(image);
//ha a textúrának van alpha csatornája:
//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
material.instance();
material->texture = texture;
sprite = new Sprite();
sprite->mesh_instance->material = material;
sprite->width = 500;
sprite->height = 500;
sprite->transform.set_origin(Vector2(250, 250));
//sprite->region_x = 7.0 * (1.0 / 16.0);
//sprite->region_y = 7.0 * (1.0 / 16.0);
//sprite->region_width = 1.0 / 16.0;
//sprite->region_height = 1.0 / 16.0;
sprite->update_mesh();
tile_map = new TileMap();
tile_map->material = material;
tile_map->atlas_size_x = 2;
tile_map->atlas_size_y = 2;
tile_map->allocate_data();
for (int x = 0; x < tile_map->size_x; ++x) {
for (int y = 0; y < tile_map->size_y; ++y) {
if (x == 0 || y == 0 || x == tile_map->size_x - 1 || y == tile_map->size_y - 1) {
tile_map->set_data(x, y, 2);
} else {
tile_map->set_data(x, y, 1);
}
}
}
tile_map->build_mesh();
tile_map->transform.scale(Vector2(32, 32));
tile_map->transform.set_origin(Vector2(500, 500));
camera = new PerspectiveCamera();
Transform t = camera->get_camera_transform();
//camera->width = 2;
//camera->height = 2;
//camera->position.x = 0;
//camera->position.y = 0;
//camera->position.z = -2;
t.origin.z -= 2;
camera->set_camera_transform(t);
camera->screen_aspect_ratio = 1920.0 / 1080.0;
camera_2d = memnew(Camera2D);
camera_2d->size = Vector2(1920, 1080);
mesh = Ref<Mesh>(memnew(Mesh()));
//cmaterial = memnew(ColoredMaterial());
//cmaterial->color = glm::vec4(1, 1, 0, 1);
color_material.instance();
//mesh->clear();
MeshUtils::create_cone(mesh);
mesh->upload();
mi = memnew(MeshInstance3D());
mi->material = color_material;
mi->mesh = mesh;
mi2 = memnew(MeshInstance3D());
mi2->material = color_material;
mi2->mesh = mesh;
mi2->transform.origin.x = 1;
mi->children.push_back(mi2);
//float width = 1;
//float height = 1;
//float region_x = 0;
//float region_y = 0;
//float region_width = 1;
//float region_height = 1;
//float w2 = width / 2.0;
//float h2 = height / 2.0;
//mesh->add_uv(region_x, region_y);
//mesh->add_vertex2(-w2, h2);
//mesh->add_uv(region_x + region_width, region_y + region_height);
//mesh->add_vertex2(w2, -h2);
//mesh->add_uv(region_x, region_y + region_height);
//mesh->add_vertex2(-w2, -h2);
//mesh->add_uv(region_x + region_width, region_y);
//mesh->add_vertex2(w2, h2);
/*
mesh->add_vertex2(0, 0.5);
mesh->add_vertex2(-0.5, -0.5);
mesh->add_vertex2(0.5, -0.5);
mesh->add_triangle(0, 1, 2);
//mesh->add_triangle(0, 1, 3);
mesh->upload();
*/
_text_2d = memnew(Text2D);
_text_2d->set_font(_font);
_text_2d->set_text("Test Text2D.\n Newline.");
_text_2d->set_text_color(Color(1, 1, 0));
_text_2d->update();
_text_2d->transform.set_origin(Vector2(1200, 250));
Renderer::initialize();
}
~GameApplication() {
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Renderer::destroy();
memdelete(tile_map);
memdelete(camera);
memdelete(sprite);
}
bool immediate;
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bool left;
bool right;
bool up;
bool down;
Ref<Image> image;
Ref<Texture> texture;
Ref<TextureMaterial2D> material;
Ref<Font> _font;
Sprite *_font_test_sprite;
Ref<FontMaterial> _font_test_mat;
Ref<Mesh> _font_test_mesh;
MeshInstance2D *_font_test_mi;
Camera2D *camera_2d;
TileMap *tile_map;
Sprite *sprite;
Camera3D *camera;
Ref<Mesh> mesh;
MeshInstance3D *mi;
MeshInstance3D *mi2;
Ref<ColorMaterial> color_material;
Text2D *_text_2d;
//ColoredMaterial *cmaterial;
};
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#endif // GAME_APPLICATION_H