mirror of
https://github.com/Relintai/sfw.git
synced 2024-12-20 21:06:49 +01:00
376 lines
9.5 KiB
C++
376 lines
9.5 KiB
C++
#ifndef GAME_APPLICATION_H
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#define GAME_APPLICATION_H
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#include "sfw.h"
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class GameApplication : public Application {
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SFW_OBJECT(GameApplication, Application);
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public:
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virtual void input_event(const Ref<InputEvent> &event) {
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//ERR_PRINT(event->as_text());
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Ref<InputEventKey> k = event;
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if (k.is_valid()) {
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if (k->is_echo()) {
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return;
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}
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uint32_t scancode = k->get_scancode();
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bool pressed = k->is_pressed();
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if (scancode == KEY_W) {
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up = pressed;
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} else if (scancode == KEY_A) {
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left = pressed;
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} else if (scancode == KEY_S) {
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down = pressed;
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} else if (scancode == KEY_D) {
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right = pressed;
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}
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if (k->get_physical_scancode() == KEY_SPACE) {
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if (pressed) {
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immediate = !immediate;
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}
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}
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return;
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}
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Ref<InputEventMouseMotion> mm = event;
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if (mm.is_valid()) {
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if (mm->get_button_mask() & BUTTON_MASK_LEFT) {
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tile_map->transform.translate(mm->get_relative());
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}
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}
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}
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virtual void update(float delta) {
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Vector2 trn;
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if (up) {
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trn.y -= delta * 30.0;
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}
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if (down) {
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trn.y += delta * 30.0;
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}
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if (left) {
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trn.x -= delta * 30.0;
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}
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if (right) {
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trn.x += delta * 30.0;
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}
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if (up || down || left || right) {
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sprite->transform.translate(trn);
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}
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}
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virtual void render() {
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if (!immediate) {
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render_obj();
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} else {
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render_immediate();
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}
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}
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virtual void render_immediate() {
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Renderer *r = Renderer::get_singleton();
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//r->camera_2d_projection_set_to_window();
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r->clear_screen(Color());
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r->camera_2d_projection_set_to_window();
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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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r->draw_line(Vector2(20, 20), Vector2(80, 20));
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r->draw_line(Vector2(20, 20), Vector2(80, 40));
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r->draw_line(Vector2(20, 30), Vector2(80, 30), Color(1, 1, 0));
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r->draw_line(Vector2(20, 40), Vector2(80, 40), Color(1, 1, 0), 4);
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r->draw_line(Vector2(20, 40), Vector2(80, 60), Color(1, 1, 0), 4);
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r->draw_line_rect(Rect2(100, 100, 40, 40));
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r->draw_line_rect(Rect2(150, 100, 40, 40), Color(1, 1, 0));
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r->draw_line_rect(Rect2(200, 100, 40, 40), Color(1, 1, 1), 4);
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r->draw_rect(Rect2(100, 150, 40, 40));
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r->draw_rect(Rect2(150, 150, 40, 40), Color(1, 1, 0));
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r->draw_texture(texture, Rect2(100, 200, 40, 40));
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r->draw_texture(texture, Rect2(150, 200, 40, 40), Color(1, 0, 0));
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r->draw_texture_clipped(texture, Rect2(20, 20, 30, 30), Rect2(100, 250, 40, 40));
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r->draw_texture_clipped(texture, Rect2(20, 20, 30, 30), Rect2(150, 250, 40, 40), Color(1, 0, 0));
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Transform2D t = Transform2D().rotated(Math_PI / 26.0);
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r->draw_texture_tr(t, texture, Rect2(100, 300, 40, 40));
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r->draw_texture_tr(t, texture, Rect2(150, 300, 40, 40), Color(1, 0, 0));
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r->draw_texture_clipped_tr(t, texture, Rect2(20, 20, 30, 30), Rect2(100, 350, 40, 40));
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r->draw_texture_clipped_tr(t, texture, Rect2(20, 20, 30, 30), Rect2(150, 350, 40, 40), Color(1, 0, 0));
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//r->draw_mesh_2d(sprite->mesh_instance->mesh, texture, Vector2(1000, 500));
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//r->draw_mesh_2d_tr(sprite->mesh_instance->mesh, texture, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 500)));
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//r->draw_mesh_2d_mat(sprite->mesh_instance->mesh, material, Vector2(1000, 500));
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//r->draw_mesh_2d_mat_tr(sprite->mesh_instance->mesh, material, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 600)));
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r->draw_text_2d("draw_text_2d1", _font, Vector2(700, 100));
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r->draw_text_2d("draw_text_2d2", _font, Vector2(800, 100), Color(1, 1, 0));
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r->draw_text_2d_tf("draw_text_2d_tf1", _font, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1000, 500)));
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r->draw_text_2d_tf("draw_text_2d_tf2", _font, Transform2D().rotated(Math_PI / 26.0).translated(Vector2(1200, 500)), Color(0, 1, 0));
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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)));
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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));
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}
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virtual void render_obj() {
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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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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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_font_test_sprite->render();
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_font_test_mi->render();
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_text_2d->render();
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//TextRenderer::get_singleton()->font_init();
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//TextRenderer::get_singleton()->font_print("test");
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}
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GameApplication() {
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immediate = false;
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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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//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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_font.instance();
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_font->load_default(31.5);
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_font_test_sprite = memnew(Sprite);
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_font_test_mat.instance();
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_font_test_mat->texture = _font->get_texture();
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_font_test_sprite->mesh_instance->material = _font_test_mat;
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_font_test_sprite->width = _font->get_atlas_width();
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_font_test_sprite->height = _font->get_atlas_height();
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_font_test_sprite->transform.set_origin(Vector2(1000, 100));
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_font_test_sprite->update_mesh();
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_font_test_mesh.instance();
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_font_test_mesh->vertex_dimesions = 2;
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_font_test_mi = memnew(MeshInstance2D());
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_font_test_mi->material = _font_test_mat;
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_font_test_mi->mesh = _font_test_mesh;
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//_font_test_mi->transform.scale(Vector2(10, 10));
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_font_test_mi->transform.set_origin(Vector2(1000, 400));
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_font->generate_mesh("asdfgh\nasdfvb", _font_test_mesh, Color(1, 1, 0));
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_font_test_mesh->upload();
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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.instance();
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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.instance();
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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 = Ref<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.instance();
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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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_text_2d = memnew(Text2D);
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_text_2d->set_font(_font);
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_text_2d->set_text("Test Text2D.\n Newline.");
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_text_2d->set_text_color(Color(1, 1, 0));
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_text_2d->update();
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_text_2d->transform.set_origin(Vector2(1200, 250));
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Renderer::initialize();
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}
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~GameApplication() {
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Renderer::destroy();
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memdelete(tile_map);
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memdelete(camera);
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memdelete(sprite);
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}
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bool immediate;
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bool left;
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bool right;
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bool up;
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bool down;
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Ref<Image> image;
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Ref<Texture> texture;
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Ref<TextureMaterial2D> material;
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Ref<Font> _font;
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Sprite *_font_test_sprite;
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Ref<FontMaterial> _font_test_mat;
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Ref<Mesh> _font_test_mesh;
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MeshInstance2D *_font_test_mi;
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Camera2D *camera_2d;
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TileMap *tile_map;
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Sprite *sprite;
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Camera3D *camera;
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Ref<Mesh> mesh;
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MeshInstance3D *mi;
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MeshInstance3D *mi2;
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Ref<ColorMaterial> color_material;
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Text2D *_text_2d;
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//ColoredMaterial *cmaterial;
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};
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#endif // GAME_APPLICATION_H
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