#ifndef GAME_APPLICATION_H #define GAME_APPLICATION_H #include "sfw.h" class GameApplication : public Application { SFW_OBJECT(GameApplication, Application); public: virtual void input_event(const Ref &event) { //ERR_PRINT(event->as_text()); Ref 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; } if (k->get_physical_scancode() == KEY_SPACE) { if (pressed) { immediate = !immediate; } } return; } Ref 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(); } } virtual void render_immediate() { Renderer *r = Renderer::get_singleton(); //r->camera_2d_reset(); r->clear_screen(Color()); 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 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; left = false; right = false; up = false; down = false; //int w; //int h; //SDL_GetWindowSize(Application::get_singleton()->window, &w, &h); //float ar = static_cast(w) / static_cast(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(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() { Renderer::destroy(); memdelete(tile_map); memdelete(camera); memdelete(sprite); } bool immediate; bool left; bool right; bool up; bool down; Ref image; Ref texture; Ref material; Ref _font; Sprite *_font_test_sprite; Ref _font_test_mat; Ref _font_test_mesh; MeshInstance2D *_font_test_mi; Camera2D *camera_2d; TileMap *tile_map; Sprite *sprite; Camera3D *camera; Ref mesh; MeshInstance3D *mi; MeshInstance3D *mi2; Ref color_material; Text2D *_text_2d; //ColoredMaterial *cmaterial; }; #endif // GAME_APPLICATION_H