Reimplemented 2d drawing.

This commit is contained in:
Relintai 2023-12-20 10:41:16 +01:00
parent 9defe9d1c2
commit d9c286e1fe
10 changed files with 303 additions and 56 deletions

View File

@ -49,6 +49,8 @@ ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/mate
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/mesh.cpp -o sfw/application/mesh.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/camera.cpp -o sfw/application/camera.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/mesh_instance.cpp -o sfw/application/mesh_instance.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/camera_2d.cpp -o sfw/application/camera_2d.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/mesh_instance_2d.cpp -o sfw/application/mesh_instance_2d.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/object_2d.cpp -o sfw/application/object_2d.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/sprite.cpp -o sfw/application/sprite.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/tile_map.cpp -o sfw/application/tile_map.o
@ -68,6 +70,7 @@ ccache g++ -Wall -lm -ldl -lpthread -lX11 -D_REENTRANT -g sfw/aabb.o sfw/basis.
sfw/application/shader.o sfw/application/material.o sfw/application/mesh.o \
sfw/application/camera.o sfw/application/mesh_instance.o sfw/application/object_2d.o \
sfw/application/sprite.o sfw/application/tile_map.o sfw/application/texture.o \
sfw/application/camera_2d.o sfw/application/mesh_instance_2d.o \
sfw/application/mesh_utils.o \
game_scene.o main.o \
-o game

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@ -116,7 +116,8 @@ void GameScene::render() {
rotmi += 0.01;
mi->render();
//sprite->render();
camera_2d->bind();
sprite->render();
}
GameScene::GameScene() {
@ -134,23 +135,24 @@ GameScene::GameScene() {
//float ar = static_cast<float>(w) / static_cast<float>(h);
//camera->width = camera->height * ar;
//texture = new Texture();
//texture->load_image("icon.png");
texture = new Texture();
texture->load_image("icon.png");
//ha a textúrának van alpha csatornája:
//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
//material = new TextureMaterial();
//material->texture = texture;
material = new TextureMaterial2D();
material->texture = texture;
//sprite = new Sprite();
//sprite->mesh_instance->material = material;
//sprite->position.x = 0;
//sprite->position.y = 0;
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();
sprite->update_mesh();
/*
tile_map = new TileMap();
tile_map->material = material;
@ -179,7 +181,10 @@ GameScene::GameScene() {
//camera->position.y = 0;
//camera->position.z = -2;
camera->camera_transform.origin.z -= 2;
camera->screen_aspect_ratio = 1980.0 / 1080.0;
camera->screen_aspect_ratio = 1920.0 / 1080.0;
camera_2d = memnew(Camera2D);
camera_2d->size = Vector2(1920, 1080);
mesh = memnew(Mesh());
//cmaterial = memnew(ColoredMaterial());

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@ -5,20 +5,23 @@
/*
#include "mesh_instance.h"
#include "sprite.h"
#include "texture.h"
#include "texture_material.h"
#include "tile_map.h"
*/
#include "mesh_instance.h"
#include "camera.h"
#include "camera_2d.h"
#include "color_material.h"
#include "colored_material.h"
#include "mesh.h"
#include "sprite.h"
#include "texture.h"
#include "texture_material.h"
#include "texture_material_2d.h"
class GameScene : public Scene {
public:
@ -35,12 +38,12 @@ public:
bool down;
*/
/*
Texture *texture;
TextureMaterial *material;
TextureMaterial2D *material;
Camera2D *camera_2d;
//TileMap *tile_map;
Sprite *sprite;
*/
Camera *camera;
Mesh *mesh;

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@ -0,0 +1,26 @@
#include "camera_2d.h"
#include "math_funcs.h"
void Camera2D::bind() {
make_current();
Transform canvas_transform;
canvas_transform.translate_local(-(size.width / 2.0f), -(size.height / 2.0f), 0.0f);
//canvas_transform.scale(Vector3(2.0f / size.width, 2.0f / size.height, 1.0f));
canvas_transform.scale(Vector3(2.0f / size.width, -2.0f / size.height, 1.0f));
projection_matrix = canvas_transform;
model_view_matrix = Transform2D();
}
void Camera2D::make_current() {
current_camera = this;
}
Camera2D::Camera2D() {
}
Camera2D::~Camera2D() {
}
Camera2D *Camera2D::current_camera = NULL;

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@ -0,0 +1,31 @@
#ifndef CAMERA_2D_H
#define CAMERA_2D_H
#include "3rd_glad.h"
#include "transform.h"
#include "transform_2d.h"
#include "vector2.h"
class Camera2D {
public:
virtual void bind();
void make_current();
Camera2D();
virtual ~Camera2D();
Vector2 size;
//RenderTexture target ?
//bool auto_set_size?
//func auto_set_size()?
static Camera2D *current_camera;
Transform2D model_view_matrix;
Transform projection_matrix;
};
#endif // CAMERA_H

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@ -0,0 +1,37 @@
#include "mesh_instance_2d.h"
#include "camera_2d.h"
void MeshInstance2D::render() {
if (!mesh) {
return;
}
Transform2D mat_orig = Camera2D::current_camera->model_view_matrix;
Camera2D::current_camera->model_view_matrix *= transform;
if (material) {
material->bind();
}
mesh->render();
for (uint32_t i = 0; i < children.size(); ++i) {
MeshInstance2D * c = children[i];
if (c) {
c->render();
}
}
Camera2D::current_camera->model_view_matrix = mat_orig;
}
MeshInstance2D::MeshInstance2D() {
material = NULL;
mesh = NULL;
}
MeshInstance2D::~MeshInstance2D() {
children.clear();
}

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@ -0,0 +1,26 @@
#ifndef MESH_INSTACE_2D_H
#define MESH_INSTACE_2D_H
#include <vector>
#include "material.h"
#include "mesh.h"
#include "transform.h"
class MeshInstance2D {
public:
void render();
MeshInstance2D();
~MeshInstance2D();
Material *material;
Mesh *mesh;
Transform2D transform;
std::vector<MeshInstance2D *> children;
};
#endif // MESH_INSTACE_H

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@ -1,63 +1,77 @@
#include "sprite.h"
void Sprite::render() {
/*
mesh_instance->position.x = position.x;
mesh_instance->position.y = position.y;
/*
mesh_instance->position.x = position.x;
mesh_instance->position.y = position.y;
mesh_instance->rotation.z = rotation;
mesh_instance->rotation.z = rotation;
mesh_instance->scale.x = scale.x;
mesh_instance->scale.y = scale.y;
*/
mesh_instance->scale.x = scale.x;
mesh_instance->scale.y = scale.y;
*/
mesh_instance->render();
mesh_instance->transform = transform;
mesh_instance->render();
}
void Sprite::update_mesh() {
Mesh *mesh = mesh_instance->mesh;
Mesh *mesh = mesh_instance->mesh;
mesh->clear();
mesh->clear();
float w2 = width / 2.0;
float h2 = height / 2.0;
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_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_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_y + region_height);
mesh->add_vertex2(-w2, -h2);
mesh->add_uv(region_x + region_width, region_y);
mesh->add_vertex2(w2, h2);
mesh->add_uv(region_x + region_width, region_y);
mesh->add_vertex2(w2, h2);
*/
mesh->add_triangle(1, 0, 2);
mesh->add_triangle(0, 1, 3);
mesh->add_uv(region_x, region_y);
mesh->add_vertex2(-w2, -h2);
mesh->upload();
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_triangle(1, 0, 2);
mesh->add_triangle(0, 1, 3);
mesh->upload();
}
Sprite::Sprite() : Object2D() {
mesh_instance = new MeshInstance();
mesh_instance->mesh = new Mesh(2);
Sprite::Sprite() :
Object2D() {
mesh_instance = new MeshInstance2D();
mesh_instance->mesh = new Mesh(2);
width = 1;
height = 1;
width = 1;
height = 1;
region_x = 0;
region_y = 0;
region_width = 1;
region_height = 1;
region_x = 0;
region_y = 0;
region_width = 1;
region_height = 1;
}
Sprite::~Sprite() {
delete mesh_instance->mesh;
delete mesh_instance;
delete mesh_instance->mesh;
delete mesh_instance;
}

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@ -3,7 +3,8 @@
#include "object_2d.h"
#include "mesh_instance.h"
#include "transform_2d.h"
#include "mesh_instance_2d.h"
class Sprite : public Object2D {
public:
@ -13,7 +14,9 @@ public:
Sprite();
~Sprite();
MeshInstance *mesh_instance;
Transform2D transform;
MeshInstance2D *mesh_instance;
float width;
float height;

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@ -0,0 +1,99 @@
#ifndef TEXTURE_MATERIAL_2D_H
#define TEXTURE_MATERIAL_2D_H
#include "material.h"
#include "texture.h"
#include "camera_2d.h"
class TextureMaterial2D : public Material {
public:
int get_material_id() {
return 10;
}
void bind_uniforms() {
set_uniform(projection_matrix_location, Camera2D::current_camera->projection_matrix);
set_uniform(model_view_matrix_location, Camera2D::current_camera->model_view_matrix);
if (texture) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->texture);
glUniform1i(texture_location, 0);
}
}
void setup_uniforms() {
projection_matrix_location = get_uniform("u_proj_matrix");
model_view_matrix_location = get_uniform("u_model_view_matrix");
texture_location = get_uniform("u_texture");
}
void unbind() {
glDisable(GL_TEXTURE_2D);
}
void setup_state() {
glEnable(GL_TEXTURE_2D);
}
const GLchar **get_vertex_shader_source() {
static const GLchar *vertex_shader_source[] = {
"uniform mat4 u_proj_matrix;\n"
"uniform mat4 u_model_view_matrix;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_uv;\n"
"\n"
"varying vec2 v_uv;\n"
"\n"
"void main() {\n"
" v_uv = a_uv;\n"
" gl_Position = u_proj_matrix * u_model_view_matrix * a_position;\n"
"}"
};
return vertex_shader_source;
}
const GLchar **get_fragment_shader_source() {
static const GLchar *fragment_shader_source[] = {
"precision mediump float;\n"
"\n"
"uniform sampler2D u_texture;\n"
"\n"
"varying vec2 v_uv;\n"
"\n"
"void main() {\n"
" vec4 col = texture2D(u_texture, v_uv);\n"
"\n"
" if (col.a < 0.1) {\n"
" discard;\n"
" }\n"
"\n"
" gl_FragColor = col;\n"
"}"
};
return fragment_shader_source;
}
TextureMaterial2D() :
Material() {
projection_matrix_location = 0;
model_view_matrix_location = 0;
texture_location = 0;
texture = NULL;
}
GLint projection_matrix_location;
GLint model_view_matrix_location;
GLint texture_location;
Texture *texture;
};
#endif // COLORED_MATERIAL_H