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enduro2d/samples/sources/sample_03/sample_03.cpp

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7.0 KiB
C++

/*******************************************************************************
* This file is part of the "Enduro2D"
* For conditions of distribution and use, see copyright notice in LICENSE.md
* Copyright (C) 2018-2019, by Matvey Cherevko (blackmatov@gmail.com)
******************************************************************************/
#include "../common.hpp"
using namespace e2d;
namespace
{
struct rotator {
v3f axis;
};
class game_system final : public systems::update_system {
public:
void process(
ecs::registry& owner,
const systems::update_event& event) override
{
E2D_UNUSED(owner, event);
const keyboard& k = the<input>().keyboard();
if ( k.is_key_just_released(keyboard_key::f12) ) {
the<dbgui>().toggle_visible(!the<dbgui>().visible());
}
if ( k.is_key_just_released(keyboard_key::escape) ) {
the<window>().set_should_close(true);
}
if ( k.is_key_pressed(keyboard_key::lsuper) && k.is_key_just_released(keyboard_key::enter) ) {
the<window>().toggle_fullscreen(!the<window>().fullscreen());
}
}
};
class camera_system final : public systems::render_system {
public:
void process(
ecs::registry& owner,
const systems::render_event& event) override
{
E2D_UNUSED(event);
owner.for_joined_components<camera>(
[](const ecs::const_entity&, camera& cam){
if ( !cam.target() ) {
cam.viewport(
the<window>().framebuffer_size());
cam.projection(math::make_orthogonal_lh_matrix4(
the<window>().real_size().cast_to<f32>(), 0.f, 1000.f));
}
});
}
};
class rotator_system final : public systems::update_system {
public:
void process(
ecs::registry& owner,
const systems::update_event& event) override
{
owner.for_joined_components<rotator, actor>(
[&event](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(event.time), rot.axis);
node->rotation(q);
}
});
}
};
class game final : public starter::application {
public:
bool initialize() final {
return create_scene()
&& create_camera()
&& create_systems();
}
private:
bool create_scene() {
auto model_res = the<library>().load_asset<model_asset>("models/gnome/gnome_model.json");
auto model_mat = the<library>().load_asset<material_asset>("models/gnome/gnome_material.json");
auto sprite_res = the<library>().load_asset<sprite_asset>("sprites/ship_sprite.json");
auto sprite_mat = the<library>().load_asset<material_asset>("materials/sprite_material_normal.json");
auto flipbook_res = the<library>().load_asset<flipbook_asset>("sprites/cube_flipbook.json");
if ( !model_res || !model_mat || !sprite_res || !sprite_mat || !flipbook_res ) {
return false;
}
auto scene_i = the<world>().instantiate();
scene_i.component<scene>().assign();
{
prefab prefab;
prefab.prototype()
.component<rotator>(rotator{v3f::unit_y()})
.component<renderer>(renderer().materials({model_mat}))
.component<model_renderer>(model_res);
the<world>().instantiate(
prefab,
scene_i.component<actor>()->node(),
make_trs3(v3f{0,50.f,0}, q4f::identity(), v3f{20.f}));
}
{
prefab prefab;
prefab.prototype()
.component<rotator>(rotator{v3f::unit_z()})
.component<renderer>()
.component<sprite_renderer>(sprite_renderer(sprite_res)
.materials({{"normal", sprite_mat}}));
the<world>().instantiate(
prefab,
scene_i.component<actor>()->node(),
math::make_translation_trs3(v3f{0,-50.f,0}));
}
{
prefab prefab_a;
prefab_a.prototype()
.component<rotator>(rotator{v3f::unit_z()})
.component<renderer>()
.component<sprite_renderer>(sprite_renderer()
.filtering(false)
.materials({{"normal", sprite_mat}}))
.component<flipbook_player>(flipbook_player(flipbook_res)
.play("idle")
.looped(true));
for ( std::size_t i = 0; i < 2; ++i )
for ( std::size_t j = 0; j < 5; ++j ) {
t3f trans{
{-80.f + j * 40.f, -200.f + i * 40.f, 0},
q4f::identity(),
{2.f,2.f,1.f}};
gobject inst = the<world>().instantiate(
prefab_a,
scene_i.component<actor>()->node(),
trans);
prefab prefab_b = prefab_a;
prefab_b.prototype()
.component<rotator>(rotator{v3f::unit_z()})
.component<actor>(node::create(make_trs3(
v3f{20.f,0.f,0.f},
q4f::identity(),
v3f{0.3f,0.3f,3.f})));
the<world>().instantiate(
prefab_b,
inst.component<actor>()->node());
}
}
return true;
}
bool create_camera() {
auto camera_i = the<world>().instantiate();
camera_i.component<camera>().assign(camera()
.background({1.f, 0.4f, 0.f, 1.f}));
camera_i.component<actor>().assign(node::create(camera_i));
return true;
}
bool create_systems() {
ecs::registry_filler(the<world>().registry())
.feature<struct game_feature>(ecs::feature()
.add_system<game_system>()
.add_system<rotator_system>()
.add_system<camera_system>());
return true;
}
};
}
int e2d_main(int argc, char *argv[]) {
const auto starter_params = starter::parameters(
engine::parameters("sample_03", "enduro2d")
.timer_params(engine::timer_parameters()
.maximal_framerate(100)));
modules::initialize<starter>(argc, argv, starter_params).start<game>();
modules::shutdown<starter>();
return 0;
}