high level sample

This commit is contained in:
2019-03-08 07:02:09 +07:00
parent 1f471cd119
commit f3302b648b
14 changed files with 188 additions and 2 deletions

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@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:1ab164b79bb190d2ffb325801de93a71b5d7059ad78da21b324532c680029951
size 20856

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@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:13585b9048ffa1bd498f8db27b6dd3e292a08af5f08fa37db5cae46b32deb8b5
size 112750

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@@ -0,0 +1,16 @@
{
"passes" : [{
"shader" : "model_shader.json",
"state_block" : {
"capabilities_state" : {
"depth_test" : true
}
}
}],
"property_block" : {
"samplers" : [{
"name" : "u_texture",
"texture" : "gnome.png"
}]
}
}

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@@ -0,0 +1,6 @@
{
"mesh" : "gnome.e2d_mesh",
"materials" : [
"gnome_material.json"
]
}

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@@ -0,0 +1,10 @@
#version 120
uniform sampler2D u_texture;
varying vec2 v_st0;
void main() {
vec2 st = vec2(v_st0.s, 1.0 - v_st0.t);
gl_FragColor = texture2D(u_texture, st);
}

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@@ -0,0 +1,4 @@
{
"vertex" : "model_shader.vert",
"fragment" : "model_shader.frag"
}

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@@ -0,0 +1,14 @@
#version 120
uniform mat4 u_matrix_m;
uniform mat4 u_matrix_vp;
attribute vec3 a_vertex;
attribute vec2 a_st0;
varying vec2 v_st0;
void main() {
v_st0 = a_st0;
gl_Position = vec4(a_vertex, 1.0) * u_matrix_m * u_matrix_vp;
}

3
samples/bin/library/ship.png Executable file
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@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:65cbe87077ff41bd595d1e17d68240e3e18972ea0c018707d35c695d86389b0d
size 3513

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@@ -0,0 +1,7 @@
{
"size" : { "x" : 66, "y" : 113 },
"pivot" : { "x" : 0.5, "y" : 0.5 },
"texrect" : { "w" : 1, "h" : 1 },
"texture" : "ship.png",
"material" : "sprite_material.json"
}

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@@ -0,0 +1,14 @@
{
"passes" : [{
"shader" : "sprite_shader.json",
"state_block" : {
"blending_state" : {
"src_factor" : "src_alpha",
"dst_factor" : "one_minus_src_alpha"
},
"capabilities_state" : {
"blending" : true
}
}
}]
}

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@@ -0,0 +1,11 @@
#version 120
uniform sampler2D u_texture;
varying vec4 v_tint;
varying vec2 v_st;
void main() {
vec2 st = vec2(v_st.s, 1.0 - v_st.t);
gl_FragColor = texture2D(u_texture, st) * v_tint;
}

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@@ -0,0 +1,4 @@
{
"vertex" : "sprite_shader.vert",
"fragment" : "sprite_shader.frag"
}

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@@ -0,0 +1,16 @@
#version 120
uniform mat4 u_matrix_vp;
attribute vec3 a_vertex;
attribute vec4 a_tint;
attribute vec2 a_st;
varying vec4 v_tint;
varying vec2 v_st;
void main() {
v_st = a_st;
v_tint = a_tint;
gl_Position = vec4(a_vertex, 1.0) * u_matrix_vp;
}

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@@ -9,7 +9,12 @@ using namespace e2d;
namespace
{
struct rotator {
v3f axis;
};
class game_system final : public ecs::system {
public:
void process(ecs::registry& owner) override {
E2D_UNUSED(owner);
const keyboard& k = the<input>().keyboard();
@@ -22,10 +27,80 @@ namespace
}
};
class rotator_system final : public ecs::system {
public:
void process(ecs::registry& owner) override {
const f32 time = the<engine>().time();
owner.for_joined_components<rotator, actor>(
[&time](const ecs::const_entity&, const rotator& rot, actor& act){
const node_iptr node = act.node();
if ( node ) {
const q4f q = math::make_quat_from_axis_angle(make_rad(time), rot.axis);
node->rotation(q);
}
});
}
};
class game final : public high_application {
public:
bool initialize() final {
if ( !create_scene() || !create_camera() ) {
return false;
}
the<world>().registry().add_system<game_system>();
the<world>().registry().add_system<rotator_system>();
return true;
}
private:
bool create_scene() {
auto model_res = the<library>().load_asset<model_asset>("gnome_model.json");
auto sprite_res = the<library>().load_asset<sprite_asset>("ship_sprite.json");
if ( !model_res || !sprite_res ) {
return false;
}
ecs::entity scene_e = the<world>().registry().create_entity();
scene_e.assign_component<scene>(node::create(the<world>()));
node_iptr scene_r = scene_e.get_component<scene>().root();
{
ecs::entity model_e = the<world>().registry().create_entity();
model_e.assign_component<rotator>(rotator{v3f::unit_y()});
model_e.assign_component<actor>(node::create(model_e));
model_e.assign_component<renderer>();
model_e.assign_component<model_renderer>(model_res);
node_iptr model_n = model_e.get_component<actor>().node();
model_n->scale(v3f{20.f});
model_n->translation(v3f{0.f,50.f,0.f});
scene_r->add_child(model_n);
}
{
ecs::entity sprite_e = the<world>().registry().create_entity();
sprite_e.assign_component<rotator>(rotator{v3f::unit_z()});
sprite_e.assign_component<actor>(node::create(sprite_e));
sprite_e.assign_component<renderer>();
sprite_e.assign_component<sprite_renderer>(sprite_res);
node_iptr sprite_n = sprite_e.get_component<actor>().node();
sprite_n->translation(v3f{0,-50.f,0});
scene_r->add_child(sprite_n);
}
return true;
}
bool create_camera() {
const auto camera_c = camera()
.background({1.f, 0.4f, 0.f, 1.f})
.viewport(the<window>().real_size())
.projection(math::make_orthogonal_lh_matrix4(
the<window>().real_size().cast_to<f32>(), 0.f, 1000.f));
ecs::entity camera_e = the<world>().registry().create_entity();
camera_e.assign_component<camera>(camera_c);
camera_e.assign_component<actor>(node::create(camera_e));
return true;
}
};
@@ -36,7 +111,7 @@ int e2d_main(int argc, char *argv[]) {
engine::parameters("sample_03", "enduro2d")
.timer_params(engine::timer_parameters()
.maximal_framerate(100)));
modules::initialize<starter>(
argc, argv, starter_params).start<game>();
modules::initialize<starter>(argc, argv, starter_params).start<game>();
modules::shutdown<starter>();
return 0;
}