mirror of
https://github.com/Relintai/sfw.git
synced 2024-11-08 07:52:09 +01:00
Reimplemented 2d drawing.
This commit is contained in:
parent
9defe9d1c2
commit
d9c286e1fe
@ -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
|
||||
|
@ -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());
|
||||
|
13
game_scene.h
13
game_scene.h
@ -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;
|
||||
|
26
sfw/application/camera_2d.cpp
Normal file
26
sfw/application/camera_2d.cpp
Normal file
@ -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;
|
31
sfw/application/camera_2d.h
Normal file
31
sfw/application/camera_2d.h
Normal file
@ -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
|
37
sfw/application/mesh_instance_2d.cpp
Normal file
37
sfw/application/mesh_instance_2d.cpp
Normal file
@ -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();
|
||||
}
|
26
sfw/application/mesh_instance_2d.h
Normal file
26
sfw/application/mesh_instance_2d.h
Normal file
@ -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
|
@ -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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -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;
|
||||
|
99
sfw/application/texture_material_2d.h
Normal file
99
sfw/application/texture_material_2d.h
Normal file
@ -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
|
Loading…
Reference in New Issue
Block a user