mirror of
https://github.com/Relintai/sfw.git
synced 2024-11-08 07:52:09 +01:00
Simplify the amalgamated build.
This commit is contained in:
parent
83f4809979
commit
0d5e129a52
@ -27,6 +27,8 @@ SOFTWARE.
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// TODO gather all licenses to here
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#define _REENTRANT
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#include <float.h>
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#include <math.h>
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#include <string.h>
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@ -1,9 +1,6 @@
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw.cpp -o sfw.o
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ccache g++ -Wall -g -c sfw.cpp -o sfw.o
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ccache g++ -Wall -g -c main.cpp -o main.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c game_scene.cpp -o game_scene.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c main.cpp -o main.o
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ccache g++ -Wall -lm -ldl -lpthread -lX11 -D_REENTRANT -g sfw.o game_scene.o main.o -o game
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ccache g++ -Wall -lm -ldl -lpthread -lX11 -g sfw.o main.o -o game
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@ -3,7 +3,359 @@
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#include "sfw.h"
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#include "game_scene.h"
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class GameScene : public Scene {
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SFW_OBJECT(GameScene, Scene);
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public:
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virtual void input_event(const Ref<InputEvent> &event) {
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//ERR_PRINT(event->as_text());
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Ref<InputEventKey> k = event;
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if (k.is_valid()) {
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if (k->is_echo()) {
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return;
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}
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uint32_t scancode = k->get_scancode();
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bool pressed = k->is_pressed();
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if (scancode == KEY_W) {
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up = pressed;
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} else if (scancode == KEY_A) {
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left = pressed;
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} else if (scancode == KEY_S) {
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down = pressed;
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} else if (scancode == KEY_D) {
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right = pressed;
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}
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return;
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}
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Ref<InputEventMouseMotion> mm = event;
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if (mm.is_valid()) {
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if (mm->get_button_mask() & BUTTON_MASK_LEFT) {
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tile_map->transform.translate(mm->get_relative());
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}
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}
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}
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virtual void update(float delta) {
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Vector2 trn;
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if (up) {
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trn.y -= delta * 30.0;
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}
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if (down) {
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trn.y += delta * 30.0;
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}
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if (left) {
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trn.x -= delta * 30.0;
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}
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if (right) {
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trn.x += delta * 30.0;
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}
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if (up || down || left || right) {
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sprite->transform.translate(trn);
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}
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}
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virtual void render() {
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//render_obj();
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render_immediate();
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}
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virtual void render_immediate() {
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Renderer *r = Renderer::get_singleton();
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//r->camera_2d_reset();
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r->clear_screen(Color());
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r->draw_point(Vector2(15, 15));
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r->draw_point(Vector2(18, 18), Color(1, 1, 0));
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r->draw_line(Vector2(20, 20), Vector2(80, 20));
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r->draw_line(Vector2(20, 20), Vector2(80, 40));
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r->draw_line(Vector2(20, 30), Vector2(80, 30), Color(1, 1, 0));
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r->draw_line(Vector2(20, 40), Vector2(80, 40), Color(1, 1, 0), 4);
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r->draw_line(Vector2(20, 40), Vector2(80, 60), Color(1, 1, 0), 4);
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r->draw_line_rect(Rect2(100, 100, 40, 40));
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r->draw_line_rect(Rect2(150, 100, 40, 40), Color(1, 1, 0));
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r->draw_line_rect(Rect2(200, 100, 40, 40), Color(1, 1, 1), 4);
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r->draw_rect(Rect2(100, 150, 40, 40));
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r->draw_rect(Rect2(150, 150, 40, 40), Color(1, 1, 0));
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r->draw_texture(texture, Rect2(100, 200, 40, 40));
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r->draw_texture(texture, Rect2(150, 200, 40, 40), Color(1, 0, 0));
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r->draw_texture_clipped(texture, Rect2(20, 20, 30, 30), Rect2(100, 250, 40, 40));
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r->draw_texture_clipped(texture, Rect2(20, 20, 30, 30), Rect2(150, 250, 40, 40), Color(1, 0, 0));
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Transform2D t = Transform2D().rotated(Math_PI / 26.0);
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r->draw_texture_tr(t, texture, Rect2(100, 300, 40, 40));
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r->draw_texture_tr(t, texture, Rect2(150, 300, 40, 40), Color(1, 0, 0));
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r->draw_texture_clipped_tr(t, texture, Rect2(20, 20, 30, 30), Rect2(100, 350, 40, 40));
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r->draw_texture_clipped_tr(t, texture, Rect2(20, 20, 30, 30), Rect2(150, 350, 40, 40), Color(1, 0, 0));
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//r->draw_mesh_2d(sprite->mesh_instance->mesh, texture, Vector2(1000, 500));
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//r->draw_mesh_2d_tr(sprite->mesh_instance->mesh, texture, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 500)));
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//r->draw_mesh_2d_mat(sprite->mesh_instance->mesh, material, Vector2(1000, 500));
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//r->draw_mesh_2d_mat_tr(sprite->mesh_instance->mesh, material, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 600)));
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r->draw_text_2d("draw_text_2d1", _font, Vector2(700, 100));
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r->draw_text_2d("draw_text_2d2", _font, Vector2(800, 100), Color(1, 1, 0));
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r->draw_text_2d_tf("draw_text_2d_tf1", _font, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 500)));
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r->draw_text_2d_tf("draw_text_2d_tf2", _font, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1200, 500)), Color(0, 1, 0));
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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)));
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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));
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}
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virtual void render_obj() {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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static float rot = 0;
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Transform t = camera->get_camera_transform();
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t.basis = Basis(Vector3(0, 1, 0), rot);
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camera->set_camera_transform(t);
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rot += 0.01;
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Ref<Image> d = texture->get_data();
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texture->create_from_image(d);
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camera->bind();
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static float rotmi = 0;
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mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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mi->render();
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camera_2d->bind();
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sprite->render();
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tile_map->render();
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_font_test_sprite->render();
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_font_test_mi->render();
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_text_2d->render();
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//TextRenderer::get_singleton()->font_init();
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//TextRenderer::get_singleton()->font_print("test");
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}
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GameScene() {
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left = false;
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right = false;
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up = false;
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down = false;
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//int w;
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//int h;
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//SDL_GetWindowSize(Application::get_singleton()->window, &w, &h);
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//float ar = static_cast<float>(w) / static_cast<float>(h);
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//camera->width = camera->height * ar;
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_font.instance();
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_font->load_default(31.5);
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_font_test_sprite = memnew(Sprite);
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_font_test_mat.instance();
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_font_test_mat->texture = _font->get_texture();
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_font_test_sprite->mesh_instance->material = _font_test_mat;
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_font_test_sprite->width = _font->get_atlas_width();
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_font_test_sprite->height = _font->get_atlas_height();
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_font_test_sprite->transform.set_origin(Vector2(1000, 100));
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_font_test_sprite->update_mesh();
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_font_test_mesh.instance();
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_font_test_mesh->vertex_dimesions = 2;
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_font_test_mi = memnew(MeshInstance2D());
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_font_test_mi->material = _font_test_mat;
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_font_test_mi->mesh = _font_test_mesh;
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//_font_test_mi->transform.scale(Vector2(10, 10));
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_font_test_mi->transform.set_origin(Vector2(1000, 400));
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_font->generate_mesh("asdfgh\nasdfvb", _font_test_mesh, Color(1, 1, 0));
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_font_test_mesh->upload();
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image.instance();
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image->load_from_file("icon.png");
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//image->bumpmap_to_normalmap();
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texture.instance();
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//texture->load_image("icon.png");
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texture->create_from_image(image);
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//ha a textúrának van alpha csatornája:
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//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
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material.instance();
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material->texture = texture;
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sprite = new Sprite();
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sprite->mesh_instance->material = material;
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sprite->width = 500;
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sprite->height = 500;
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sprite->transform.set_origin(Vector2(250, 250));
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//sprite->region_x = 7.0 * (1.0 / 16.0);
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//sprite->region_y = 7.0 * (1.0 / 16.0);
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//sprite->region_width = 1.0 / 16.0;
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//sprite->region_height = 1.0 / 16.0;
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sprite->update_mesh();
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tile_map = new TileMap();
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tile_map->material = material;
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tile_map->atlas_size_x = 2;
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tile_map->atlas_size_y = 2;
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tile_map->allocate_data();
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for (int x = 0; x < tile_map->size_x; ++x) {
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for (int y = 0; y < tile_map->size_y; ++y) {
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if (x == 0 || y == 0 || x == tile_map->size_x - 1 || y == tile_map->size_y - 1) {
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tile_map->set_data(x, y, 2);
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} else {
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tile_map->set_data(x, y, 1);
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}
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}
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}
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tile_map->build_mesh();
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tile_map->transform.scale(Vector2(32, 32));
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tile_map->transform.set_origin(Vector2(500, 500));
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camera = new PerspectiveCamera();
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Transform t = camera->get_camera_transform();
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//camera->width = 2;
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//camera->height = 2;
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//camera->position.x = 0;
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//camera->position.y = 0;
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//camera->position.z = -2;
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t.origin.z -= 2;
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camera->set_camera_transform(t);
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camera->screen_aspect_ratio = 1920.0 / 1080.0;
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camera_2d = memnew(Camera2D);
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camera_2d->size = Vector2(1920, 1080);
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mesh = Ref<Mesh>(memnew(Mesh()));
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//cmaterial = memnew(ColoredMaterial());
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//cmaterial->color = glm::vec4(1, 1, 0, 1);
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color_material.instance();
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//mesh->clear();
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MeshUtils::create_cone(mesh);
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mesh->upload();
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mi = memnew(MeshInstance3D());
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mi->material = color_material;
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mi->mesh = mesh;
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mi2 = memnew(MeshInstance3D());
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mi2->material = color_material;
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mi2->mesh = mesh;
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mi2->transform.origin.x = 1;
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mi->children.push_back(mi2);
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//float width = 1;
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//float height = 1;
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//float region_x = 0;
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//float region_y = 0;
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//float region_width = 1;
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//float region_height = 1;
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//float w2 = width / 2.0;
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//float h2 = height / 2.0;
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//mesh->add_uv(region_x, region_y);
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//mesh->add_vertex2(-w2, h2);
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//mesh->add_uv(region_x + region_width, region_y + region_height);
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//mesh->add_vertex2(w2, -h2);
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//mesh->add_uv(region_x, region_y + region_height);
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//mesh->add_vertex2(-w2, -h2);
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//mesh->add_uv(region_x + region_width, region_y);
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//mesh->add_vertex2(w2, h2);
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/*
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mesh->add_vertex2(0, 0.5);
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mesh->add_vertex2(-0.5, -0.5);
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mesh->add_vertex2(0.5, -0.5);
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mesh->add_triangle(0, 1, 2);
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//mesh->add_triangle(0, 1, 3);
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mesh->upload();
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*/
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_text_2d = memnew(Text2D);
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_text_2d->set_font(_font);
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_text_2d->set_text("Test Text2D.\n Newline.");
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_text_2d->set_text_color(Color(1, 1, 0));
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_text_2d->update();
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_text_2d->transform.set_origin(Vector2(1200, 250));
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Renderer::initialize();
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}
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~GameScene() {
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Renderer::destroy();
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memdelete(tile_map);
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memdelete(camera);
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memdelete(sprite);
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}
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bool left;
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bool right;
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bool up;
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bool down;
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Ref<Image> image;
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Ref<Texture> texture;
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Ref<TextureMaterial2D> material;
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Ref<Font> _font;
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Sprite *_font_test_sprite;
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Ref<FontMaterial> _font_test_mat;
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Ref<Mesh> _font_test_mesh;
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MeshInstance2D *_font_test_mi;
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Camera2D *camera_2d;
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TileMap *tile_map;
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Sprite *sprite;
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Camera3D *camera;
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Ref<Mesh> mesh;
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MeshInstance3D *mi;
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MeshInstance3D *mi2;
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Ref<ColorMaterial> color_material;
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Text2D *_text_2d;
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//ColoredMaterial *cmaterial;
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};
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class GameApplication : public Application {
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SFW_OBJECT(GameApplication, Application);
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@ -1,320 +0,0 @@
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#include "game_scene.h"
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void GameScene::input_event(const Ref<InputEvent> &event) {
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//ERR_PRINT(event->as_text());
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Ref<InputEventKey> k = event;
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if (k.is_valid()) {
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if (k->is_echo()) {
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return;
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}
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uint32_t scancode = k->get_scancode();
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bool pressed = k->is_pressed();
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if (scancode == KEY_W) {
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up = pressed;
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} else if (scancode == KEY_A) {
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left = pressed;
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} else if (scancode == KEY_S) {
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down = pressed;
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} else if (scancode == KEY_D) {
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right = pressed;
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}
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return;
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}
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Ref<InputEventMouseMotion> mm = event;
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if (mm.is_valid()) {
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if (mm->get_button_mask() & BUTTON_MASK_LEFT) {
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tile_map->transform.translate(mm->get_relative());
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}
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}
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}
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void GameScene::update(float delta) {
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Vector2 trn;
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if (up) {
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trn.y -= delta * 30.0;
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}
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if (down) {
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trn.y += delta * 30.0;
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}
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if (left) {
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trn.x -= delta * 30.0;
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}
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if (right) {
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trn.x += delta * 30.0;
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}
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if (up || down || left || right) {
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sprite->transform.translate(trn);
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}
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}
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void GameScene::render() {
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//render_obj();
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render_immediate();
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}
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void GameScene::render_immediate() {
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Renderer *r = Renderer::get_singleton();
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//r->camera_2d_reset();
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r->clear_screen(Color());
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r->draw_point(Vector2(15, 15));
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r->draw_point(Vector2(18, 18), Color(1, 1, 0));
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r->draw_line(Vector2(20, 20), Vector2(80, 20));
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r->draw_line(Vector2(20, 20), Vector2(80, 40));
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r->draw_line(Vector2(20, 30), Vector2(80, 30), Color(1, 1, 0));
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r->draw_line(Vector2(20, 40), Vector2(80, 40), Color(1, 1, 0), 4);
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r->draw_line(Vector2(20, 40), Vector2(80, 60), Color(1, 1, 0), 4);
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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));
|
||||
}
|
||||
|
||||
void GameScene::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");
|
||||
}
|
||||
|
||||
GameScene::GameScene() {
|
||||
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();
|
||||
}
|
||||
|
||||
GameScene::~GameScene() {
|
||||
Renderer::destroy();
|
||||
|
||||
memdelete(tile_map);
|
||||
memdelete(camera);
|
||||
memdelete(sprite);
|
||||
}
|
@ -1,50 +0,0 @@
|
||||
#ifndef GAME_SCENE_H
|
||||
#define GAME_SCENE_H
|
||||
|
||||
#include "sfw.h"
|
||||
|
||||
class GameScene : public Scene {
|
||||
SFW_OBJECT(GameScene, Scene);
|
||||
|
||||
public:
|
||||
virtual void input_event(const Ref<InputEvent> &event);
|
||||
virtual void update(float delta);
|
||||
virtual void render();
|
||||
virtual void render_immediate();
|
||||
virtual void render_obj();
|
||||
|
||||
GameScene();
|
||||
~GameScene();
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user