/******************************************************************************* * This file is part of the "Enduro2D" * For conditions of distribution and use, see copyright notice in LICENSE.md * Copyright (C) 2018 Matvey Cherevko ******************************************************************************/ #include "../common.hpp" using namespace e2d; namespace { const char* vs_source_cstr = R"glsl( #version 120 attribute vec3 a_position; attribute vec2 a_uv; uniform mat4 u_MVP; varying vec2 v_uv; void main(){ v_uv = a_uv; gl_Position = vec4(a_position, 1.0) * u_MVP; } )glsl"; const char* fs_source_cstr = R"glsl( #version 120 uniform sampler2D u_texture; varying vec2 v_uv; void main(){ vec2 uv = vec2(v_uv.s, 1.0 - v_uv.t); gl_FragColor = texture2D(u_texture, uv); } )glsl"; struct vertex { v3f position; v2hu uv; static vertex_declaration decl() noexcept { return vertex_declaration() .add_attribute("a_position") .add_attribute("a_uv"); } }; array generate_cube_indices() noexcept { return { 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8, 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20}; } array generate_cube_vertices(const v3f& size) noexcept { f32 x = size.x * 0.5f; f32 y = size.y * 0.5f; f32 z = size.z * 0.5f; return { vertex{{-x, -y, -z}, {0, 1}}, vertex{{ x, -y, -z}, {1, 1}}, vertex{{ x, y, -z}, {1, 0}}, vertex{{-x, y, -z}, {0, 0}}, vertex{{-x, -y, z}, {0, 1}}, vertex{{ x, -y, z}, {1, 1}}, vertex{{ x, -y, -z}, {1, 0}}, vertex{{-x, -y, -z}, {0, 0}}, vertex{{ x, -y, z}, {0, 1}}, vertex{{-x, -y, z}, {1, 1}}, vertex{{-x, y, z}, {1, 0}}, vertex{{ x, y, z}, {0, 0}}, vertex{{-x, y, -z}, {0, 1}}, vertex{{ x, y, -z}, {1, 1}}, vertex{{ x, y, z}, {1, 0}}, vertex{{-x, y, z}, {0, 0}}, vertex{{ x, -y, -z}, {0, 1}}, vertex{{ x, -y, z}, {1, 1}}, vertex{{ x, y, z}, {1, 0}}, vertex{{ x, y, -z}, {0, 0}}, vertex{{-x, -y, z}, {0, 1}}, vertex{{-x, -y, -z}, {1, 1}}, vertex{{-x, y, -z}, {1, 0}}, vertex{{-x, y, z}, {0, 0}}}; } } int e2d_main() { { modules::initialize() .register_scheme("file"); modules::initialize() .register_sink(); modules::initialize(); modules::initialize(v2u{640, 480}, "Enduro2D", false) .register_event_listener(the()); modules::initialize(the(), the()); } { str resources; filesystem::extract_predef_path(resources, filesystem::predef_path::resources); the().register_scheme_alias( "resources", url{"file", resources}); the().register_scheme( "piratepack", the().open(url("resources://bin/kenney_piratepack.zip"))); the().register_scheme_alias("ships", url("piratepack://PNG/Retina/Ships")); } auto texture = the().create_texture( the().open(url("ships://ship (3).png"))); const auto shader = the().create_shader( vs_source_cstr, fs_source_cstr); const auto indices = generate_cube_indices(); const auto index_buffer = the().create_index_buffer( buffer(indices.data(), indices.size() * sizeof(indices[0])), index_declaration::index_type::unsigned_byte, index_buffer::usage::static_draw); const auto vertices = generate_cube_vertices(make_vec3(1.f)); const auto vertex_buffer = the().create_vertex_buffer( buffer(vertices.data(), vertices.size() * sizeof(vertices[0])), vertex::decl(), vertex_buffer::usage::static_draw); if ( !texture || !shader || !index_buffer || !vertex_buffer ) { return 1; } auto material = render::material::create(render::material() .add_pass(render::pass_state() .states(render::state_block() .capabilities(render::capabilities_state() .blending(true) .culling(true) .depth_test(true)) .blending(render::blending_state() .src_factor(render::blending_factor::src_alpha) .dst_factor(render::blending_factor::one_minus_src_alpha)) .culling(render::culling_state() .mode(render::culling_mode::ccw) .face(render::culling_face::back))) .shader(shader)) .properties(render::property_block() .sampler("u_texture", render::sampler_state() .texture(texture) .min_filter(render::sampler_min_filter::linear) .mag_filter(render::sampler_mag_filter::linear)))); auto geometry = render::geometry::create(render::geometry() .indices(index_buffer) .add_vertices(vertex_buffer)); const auto begin_game_time = time::now_ms(); const auto framebuffer_size = the().real_size().cast_to(); const auto projection = math::make_perspective_lh_matrix4( make_deg(45.f), framebuffer_size.x / framebuffer_size.y, 0.1f, 100.f); const auto rt = the().create_render_target( the().real_size() / 10u, pixel_declaration::pixel_type::rgba8, pixel_declaration::pixel_type::depth16, render_target::external_texture::color_and_depth); const keyboard& k = the().keyboard(); while ( !the().should_close() && !k.is_key_just_released(keyboard_key::escape) ) { const auto game_time = (time::now_ms() - begin_game_time).cast_to().value; const auto MVP = math::make_rotation_matrix4(make_rad(game_time) * 0.001f, 1.f, 0.f, 0.f) * math::make_rotation_matrix4(make_rad(game_time) * 0.001f, 0.f, 1.f, 0.f) * math::make_rotation_matrix4(make_rad(game_time) * 0.001f, 0.f, 0.f, 1.f) * math::make_translation_matrix4(0.f, 0.f, 0.f) * math::make_loot_at_lh_matrix4({0.f,0.f,-2.f}, v3f::zero(), v3f::unit_y()) * projection; material->properties() .property("u_time", game_time) .property("u_MVP", MVP); the().execute(render::command_block<64>() .add_command(render::render_target_command(rt)) .add_command(render::viewport_command(rt->size())) .add_command(render::clear_command() .color_value({0.f, 0.4f, 0.f, 1.f})) .add_command(render::draw_command(material, geometry) .properties(render::property_block() .sampler("u_texture", render::sampler_state() .texture(texture) .min_filter(render::sampler_min_filter::linear) .mag_filter(render::sampler_mag_filter::linear)))) .add_command(render::render_target_command(nullptr)) .add_command(render::viewport_command(the().real_size())) .add_command(render::clear_command() .color_value({1.f, 0.4f, 0.f, 1.f})) .add_command(render::draw_command(material, geometry) .properties(render::property_block() .sampler("u_texture", render::sampler_state() .texture(rt->color()) .min_filter(render::sampler_min_filter::linear) .mag_filter(render::sampler_mag_filter::linear)))) .add_command(render::swap_command(true))); std::this_thread::sleep_for( time::to_chrono(make_milliseconds(10))); the().frame_tick(); window::poll_events(); } return 0; }