mirror of
https://github.com/Relintai/sfw.git
synced 2024-12-20 21:06:49 +01:00
273 lines
5.5 KiB
C++
273 lines
5.5 KiB
C++
#include "game_scene.h"
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#include "render_core/application.h"
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#include "core/memory.h"
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#include "render_core/3rd_glad.h"
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#include "render_core/mesh_utils.h"
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void GameScene::event() {
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/*
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switch (ev.type) {
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case SDL_WINDOWEVENT: {
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switch (ev.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED: {
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int width = ev.window.data1;
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int height = ev.window.data2;
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float ar = static_cast<float>(width) / static_cast<float>(height);
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camera->width = camera->height * ar;
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glViewport(0, 0, width, height);
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break;
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}
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}
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break;
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}
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case SDL_KEYDOWN: {
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if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
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left = true;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_W) {
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up = true;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_S) {
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down = true;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_D) {
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right = true;
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}
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break;
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}
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case SDL_KEYUP: {
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if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
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left = false;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_W) {
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up = false;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_S) {
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down = false;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_D) {
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right = false;
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}
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break;
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}
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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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/*
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if (up) {
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sprite->position.y += delta * 3.0;
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}
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if (down) {
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sprite->position.y -= delta * 3.0;
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}
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if (left) {
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sprite->position.x -= delta * 3.0;
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}
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if (right) {
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sprite->position.x += delta * 3.0;
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}
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if (sprite->position.x < 1.5) {
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sprite->position.x = 1.5;
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}
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if (sprite->position.x > 14.5) {
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sprite->position.x = 14.5;
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}
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if (sprite->position.y < 1.5) {
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sprite->position.y = 1.5;
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}
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if (sprite->position.y > 14.5) {
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sprite->position.y = 14.5;
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}
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*/
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}
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void GameScene::render() {
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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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//sprite->render();
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//material->bind();
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//color_material->bind();
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//mesh->render();
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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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}
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GameScene::GameScene() {
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/*
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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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*/
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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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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 = new Texture();
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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 = new TextureMaterial2D();
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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 = 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 = memnew(ColorMaterial());
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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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}
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GameScene::~GameScene() {
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memdelete(tile_map);
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memdelete(camera);
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memdelete(texture);
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memdelete(sprite);
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memdelete(camera);
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memdelete(mesh);
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memdelete(material);
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memdelete(color_material);
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}
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