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synced 2024-11-08 07:52:09 +01:00
Updated the amalgamated GameScene. Also small tweaks.
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@ -476,7 +476,7 @@ void GameScene::socket_thread_func(void *data) {
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int a = self->_server_socket->accept(client_socket);
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if (a != -1) {
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printf("New connection! %d\n", a);
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ERR_PRINT("New connection! " + itos(a));
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client_sockets.push_back(client_socket);
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client_socket = new Socket();
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@ -1,6 +1,6 @@
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#include "game_scene.h"
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#include <cstdio>
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#include "sfw.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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@ -256,13 +256,42 @@ void GameScene::render() {
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_mesh_utils_test_mi->render();
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} else if (render_type == 12) {
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render_immediate_3d();
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} else if (render_type == 13) {
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Renderer *r = Renderer::get_singleton();
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r->set_face_culling(Renderer::FACE_CULLING_BACK);
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Vector2i render_tex_size = _render_tex->get_size();
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_frame_buffer->bind();
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_frame_buffer->set_as_viewport();
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r->camera_2d_projection_set_to_size(render_tex_size);
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r->clear_screen(Color());
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r->camera_3d_bind();
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r->camera_3d_projection_set_to_perspective(_frame_buffer->get_aspect());
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render_immediate_3d(false);
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render_immediate(false);
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_render_tex->update();
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_frame_buffer->unbind();
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_frame_buffer->reset_as_viewport();
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r->camera_2d_projection_set_to_window();
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r->clear_screen(Color(1, 0, 0));
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r->draw_texture(_render_tex, Rect2(100, 100, render_tex_size.x, render_tex_size.y));
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}
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}
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void GameScene::render_immediate() {
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void GameScene::render_immediate(bool clear_screen) {
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Renderer *r = Renderer::get_singleton();
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if (clear_screen) {
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r->clear_screen(Color());
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r->camera_2d_projection_set_to_window();
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}
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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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@ -338,14 +367,16 @@ void GameScene::render_obj() {
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//TextRenderer::get_singleton()->font_print("test");
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}
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void GameScene::render_immediate_3d() {
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void GameScene::render_immediate_3d(bool clear_screen) {
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Renderer *r = Renderer::get_singleton();
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if (clear_screen) {
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r->clear_screen(Color());
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r->camera_2d_projection_set_to_window();
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r->camera_3d_bind();
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r->camera_3d_projection_set_to_perspective(AppWindow::get_singleton()->get_aspect());
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}
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static float rotmi = 0;
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@ -433,7 +464,7 @@ void GameScene::socket_thread_func(void *data) {
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int a = self->_server_socket->accept(client_socket);
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if (a != -1) {
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printf("New connection! %d\n", a);
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ERR_PRINT("New connection! " + itos(a));
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client_sockets.push_back(client_socket);
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client_socket = new Socket();
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@ -665,6 +696,12 @@ GameScene::GameScene() {
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_mesh_utils_test_mi = memnew(MeshInstance3D());
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_mesh_utils_test_mi->material = color_material;
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_mesh_utils_test_mi->mesh = _mesh_utils_test;
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_frame_buffer.instance();
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_frame_buffer->create(960, 540);
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_render_tex.instance();
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_render_tex->set_frame_buffer(_frame_buffer);
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}
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GameScene::~GameScene() {
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@ -11,15 +11,15 @@ class GameScene : public Scene {
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public:
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enum RenderTypes {
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RENDER_TYPE_MAX = 13
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RENDER_TYPE_MAX = 14
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};
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virtual void input_event(const Ref<InputEvent> &event);
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virtual void update(float delta);
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virtual void render();
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virtual void render_immediate();
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virtual void render_immediate(bool clear_screen = true);
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virtual void render_obj();
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virtual void render_immediate_3d();
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virtual void render_immediate_3d(bool clear_screen = true);
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void toggle_thread();
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static void test_thread_func(void *d);
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@ -70,6 +70,9 @@ public:
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Ref<Mesh> _mesh_utils_test;
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MeshInstance3D *_mesh_utils_test_mi;
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Ref<FrameBuffer> _frame_buffer;
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Ref<RenderTexture> _render_tex;
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//ColoredMaterial *cmaterial;
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};
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