mirror of
https://github.com/Relintai/sfw.git
synced 2024-11-15 00:06:17 +01:00
714 lines
18 KiB
C++
714 lines
18 KiB
C++
#include "game_scene.h"
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#include "sfw.h"
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void GameScene::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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++render_type;
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if (render_type >= RENDER_TYPE_MAX) {
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render_type = 0;
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}
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}
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}
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if (k->get_physical_scancode() == KEY_K) {
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if (pressed) {
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image->save_png("test_image_save.png");
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image->save_bmp("test_image_save.bmp");
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image->save_tga("test_image_save.tga");
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image->save_jpg("test_image_save.jpg", 70);
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Ref<Image> fimage = image->duplicate();
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fimage->convert(Image::FORMAT_RGBAF);
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fimage->save_hdr("test_image_save.hdr");
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Ref<Image> timg = texture->get_data();
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timg->save_png("timg.png");
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ERR_PRINT("Test images Saved!");
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}
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}
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if (k->get_physical_scancode() == KEY_T) {
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if (pressed) {
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toggle_thread();
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}
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}
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if (k->get_physical_scancode() == KEY_P) {
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if (pressed) {
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toggle_socket();
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}
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}
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if (k->get_physical_scancode() == KEY_H) {
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if (pressed) {
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ERR_PRINT("Running Game");
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SubProcess s;
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ERR_PRINT(itos(s.run("game")));
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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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void GameScene::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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void GameScene::render() {
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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AppWindow::get_singleton()->reset_viewport();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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static float rotmi = 0;
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if (render_type == 0) {
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render_obj();
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} else if (render_type == 1) {
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render_immediate();
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} else if (render_type == 2) {
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_mesh_utils_test->clear();
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MeshUtils::create_simple_test_cone(_mesh_utils_test);
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 3) {
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_mesh_utils_test->clear();
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MeshUtils::create_capsule(_mesh_utils_test, 0.5, 0.5);
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 4) {
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_mesh_utils_test->clear();
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MeshUtils::create_cube(_mesh_utils_test, Vector3(0.5, 0.5, 0.5));
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 5) {
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_mesh_utils_test->clear();
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MeshUtils::create_cylinder(_mesh_utils_test, 0.2, 0.5, 1);
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 6) {
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_mesh_utils_test->clear();
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MeshUtils::create_plane(_mesh_utils_test);
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 7) {
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_mesh_utils_test->clear();
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MeshUtils::create_prism(_mesh_utils_test);
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 8) {
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_mesh_utils_test->clear();
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MeshUtils::create_quad(_mesh_utils_test);
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 9) {
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_mesh_utils_test->clear();
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MeshUtils::create_quad_with_indices(_mesh_utils_test);
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 10) {
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_mesh_utils_test->clear();
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MeshUtils::create_sphere(_mesh_utils_test, 0.5, 0.5);
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 11) {
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_mesh_utils_test->clear();
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MeshUtils::create_point(_mesh_utils_test);
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_mesh_utils_test->fill_colors_interpolated(Color(0.2, 0, 0), Color(1, 0, 0));
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_mesh_utils_test->upload();
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camera->bind();
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_mesh_utils_test_mi->transform.basis = Basis(Vector3(1, 0, 0), rotmi);
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rotmi += 0.01;
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_mesh_utils_test_mi->render();
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_mesh_utils_test_mi->render();
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} else if (render_type == 12) {
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render_immediate_3d();
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} else if (render_type == 13) {
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Renderer *r = Renderer::get_singleton();
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r->set_face_culling(Renderer::FACE_CULLING_BACK);
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Vector2i render_tex_size = _render_tex->get_size();
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_frame_buffer->bind();
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_frame_buffer->set_as_viewport();
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r->camera_2d_projection_set_to_size(render_tex_size);
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r->clear_screen(Color());
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r->camera_3d_bind();
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r->camera_3d_projection_set_to_perspective(_frame_buffer->get_aspect());
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render_immediate_3d(false);
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render_immediate(false);
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_render_tex->update();
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_frame_buffer->unbind();
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_frame_buffer->reset_as_viewport();
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r->camera_2d_projection_set_to_window();
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r->clear_screen(Color(1, 0, 0));
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r->draw_texture(_render_tex, Rect2(100, 100, render_tex_size.x, render_tex_size.y));
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}
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}
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void GameScene::render_immediate(bool clear_screen) {
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Renderer *r = Renderer::get_singleton();
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if (clear_screen) {
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r->clear_screen(Color());
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r->camera_2d_projection_set_to_window();
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}
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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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void GameScene::render_obj() {
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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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void GameScene::render_immediate_3d(bool clear_screen) {
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Renderer *r = Renderer::get_singleton();
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if (clear_screen) {
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r->clear_screen(Color());
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r->camera_2d_projection_set_to_window();
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r->camera_3d_bind();
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r->camera_3d_projection_set_to_perspective(AppWindow::get_singleton()->get_aspect());
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}
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static float rotmi = 0;
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_mesh_utils_test->clear();
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MeshUtils::create_simple_test_cone(_mesh_utils_test);
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_mesh_utils_test->upload();
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Transform tf;
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tf.basis = Basis(Vector3(1, 0, 0), rotmi);
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tf.origin.z -= 2;
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r->draw_mesh_3d_vertex_colored(_mesh_utils_test, tf);
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rotmi += 0.01;
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}
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void GameScene::toggle_thread() {
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if (_thread) {
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_thread_running = false;
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_thread->wait_to_finish();
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memdelete(_thread);
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_thread = NULL;
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} else {
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_thread_running = true;
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_thread = memnew(Thread);
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_thread->start(test_thread_func, this);
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}
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}
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void GameScene::test_thread_func(void *data) {
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GameScene *self = (GameScene *)data;
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while (self->_thread_running) {
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ERR_PRINT("Test Thread!");
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}
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}
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void GameScene::toggle_socket() {
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static bool sockets_inited = false;
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if (!sockets_inited) {
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// This will make the windows popup appear where it asks for permission to communicate
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// Without this Sockets won't work on windows.
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Socket::global_init();
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}
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if (_server_socket) {
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_socket_thread_running = false;
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_server_socket_thread->wait_to_finish();
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memdelete(_server_socket_thread);
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_server_socket_thread = NULL;
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} else {
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_socket_thread_running = true;
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_server_socket_thread = memnew(Thread);
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_server_socket_thread->start(socket_thread_func, this);
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}
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}
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void GameScene::socket_thread_func(void *data) {
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GameScene *self = (GameScene *)data;
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self->_server_socket = memnew(Socket);
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InetAddress addr(8080);
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self->_server_socket->create_net_socket();
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self->_server_socket->set_non_block();
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self->_server_socket->bind_address(addr);
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self->_server_socket->listen();
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ERR_PRINT("TEST SERVER IS LISTENING on http://127.0.0.1:8080");
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Vector<Socket *> client_sockets;
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//https://stackoverflow.com/questions/40448937/socket-recv-buffer-size
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char buffer[8192];
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Socket *client_socket = memnew(Socket);
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while (self->_socket_thread_running) {
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int a = self->_server_socket->accept(client_socket);
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if (a != -1) {
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ERR_PRINT("New connection! " + itos(a));
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client_sockets.push_back(client_socket);
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client_socket = memnew(Socket());
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}
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for (int i = 0; i < client_sockets.size(); ++i) {
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Socket *s = client_sockets[i];
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int l = s->read(buffer, 8192);
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if (l > 0) {
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String request = String::utf8(buffer, l);
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ERR_PRINT("Read!\n");
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ERR_PRINT(request);
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ERR_PRINT("Sending answer!\n");
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String content = "Your browser sent the following request:<br><br>";
|
|
content += request.newline_to_br();
|
|
|
|
String resp;
|
|
resp += "HTTP/1.1 200 OK\n";
|
|
resp += "Connection: Close\n";
|
|
resp += "Content-Type: text/html\n";
|
|
resp += "Content-Length: " + itos(content.utf8().size()) + "\n";
|
|
resp += "\n";
|
|
resp += content;
|
|
|
|
CharString cs = resp.utf8();
|
|
|
|
s->send(cs.get_data(), cs.size());
|
|
|
|
s->close_write();
|
|
memdelete(s);
|
|
client_sockets.remove(i);
|
|
--i;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < client_sockets.size(); ++i) {
|
|
memdelete(client_sockets[i]);
|
|
}
|
|
|
|
client_sockets.clear();
|
|
|
|
memdelete(client_socket);
|
|
|
|
self->_server_socket->close_write();
|
|
|
|
memdelete(self->_server_socket);
|
|
self->_server_socket = NULL;
|
|
}
|
|
|
|
GameScene::GameScene() {
|
|
render_type = 0;
|
|
|
|
_thread_running = false;
|
|
_thread = NULL;
|
|
|
|
_socket_thread_running = false;
|
|
_server_socket_thread = NULL;
|
|
_server_socket = NULL;
|
|
|
|
left = false;
|
|
right = false;
|
|
up = false;
|
|
down = false;
|
|
|
|
//int w;
|
|
//int h;
|
|
//SDL_GetWindowSize(Application::get_singleton()->window, &w, &h);
|
|
|
|
//float ar = static_cast<float>(w) / static_cast<float>(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 = memnew(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 = memnew(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 = memnew(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<Mesh>(memnew(Mesh()));
|
|
//cmaterial = memnew(ColoredMaterial());
|
|
//cmaterial->color = glm::vec4(1, 1, 0, 1);
|
|
color_material.instance();
|
|
|
|
//mesh->clear();
|
|
|
|
MeshUtils::create_simple_test_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));
|
|
|
|
_mesh_utils_test.instance();
|
|
|
|
Renderer::initialize();
|
|
|
|
_mesh_utils_test_mi = memnew(MeshInstance3D());
|
|
_mesh_utils_test_mi->material = color_material;
|
|
_mesh_utils_test_mi->mesh = _mesh_utils_test;
|
|
|
|
_frame_buffer.instance();
|
|
_frame_buffer->create(960, 540);
|
|
|
|
_render_tex.instance();
|
|
_render_tex->set_frame_buffer(_frame_buffer);
|
|
}
|
|
|
|
GameScene::~GameScene() {
|
|
Renderer::destroy();
|
|
|
|
memdelete(tile_map);
|
|
memdelete(camera);
|
|
memdelete(sprite);
|
|
}
|