Files
enduro2d/samples/sources/sample_00/sample_00.cpp
2018-10-16 03:04:32 +07:00

195 lines
8.1 KiB
C++

/*******************************************************************************
* 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 =
"#version 120 \n"
" \n"
"attribute vec3 a_position; \n"
"attribute vec2 a_uv; \n"
"attribute vec4 a_color; \n"
" \n"
"uniform float u_time; \n"
"uniform mat4 u_MVP; \n"
" \n"
"varying vec4 v_color; \n"
"varying vec2 v_uv; \n"
" \n"
"void main(){ \n"
" v_color = a_color; \n"
" v_uv = a_uv; \n"
" \n"
" float s = 0.7 + 0.3 * (cos(u_time * 0.003) + 1); \n"
" gl_Position = vec4(a_position * s, 1.0) * u_MVP; \n"
"} \n";
const char* fs_source_cstr =
"#version 120 \n"
" \n"
"uniform float u_time; \n"
"uniform sampler2D u_texture1; \n"
"uniform sampler2D u_texture2; \n"
"varying vec4 v_color; \n"
"varying vec2 v_uv; \n"
" \n"
"void main(){ \n"
" vec2 uv = vec2(v_uv.s, 1.0 - v_uv.t); \n"
" if ( u_time > 2000 ) { \n"
" gl_FragColor = v_color * texture2D(u_texture2, uv); \n"
" } else { \n"
" gl_FragColor = v_color * texture2D(u_texture1, uv); \n"
" } \n"
"} \n";
struct vertex1 {
v3f position;
v2hu uv;
static vertex_declaration decl() noexcept {
return vertex_declaration()
.add_attribute<v3f>("a_position")
.add_attribute<v2hu>("a_uv");
}
};
struct vertex2 {
color32 color;
static vertex_declaration decl() noexcept {
return vertex_declaration()
.add_attribute<color32>("a_color").normalized();
}
};
array<u8,6> generate_quad_indices() noexcept {
return {0, 1, 2, 2, 1, 3};
}
array<vertex1,4> generate_quad_vertices(const v2u& size) noexcept {
f32 hw = size.x * 0.5f;
f32 hh = size.y * 0.5f;
return {
vertex1{{-hw, hh, 0.f}, {0, 1}},
vertex1{{-hw, -hh, 0.f}, {0, 0}},
vertex1{{ hw, hh, 0.f}, {1, 1}},
vertex1{{ hw, -hh, 0.f}, {1, 0}}};
}
array<vertex2,4> generate_quad_colors() noexcept {
return {
vertex2{color32::red()},
vertex2{color32::green()},
vertex2{color32::blue()},
vertex2{color32::yellow()}};
}
}
int e2d_main() {
{
modules::initialize<vfs>()
.register_scheme<filesystem_file_source>("file");
modules::initialize<debug>()
.register_sink<debug_console_sink>();
modules::initialize<input>();
modules::initialize<window>(v2u{640, 480}, "Enduro2D", false)
.register_event_listener<window_input_source>(the<input>());
modules::initialize<render>(the<debug>(), the<window>());
}
{
str resources;
filesystem::extract_predef_path(resources, filesystem::predef_path::resources);
the<vfs>().register_scheme_alias(
"resources",
url{"file", resources});
the<vfs>().register_scheme<archive_file_source>(
"piratepack",
the<vfs>().open(url("resources://bin/kenney_piratepack.zip")));
the<vfs>().register_scheme_alias("ships", url("piratepack://PNG/Retina/Ships"));
}
auto texture1 = the<render>().create_texture(
the<vfs>().open(url("ships://ship (2).png")));
auto texture2 = the<render>().create_texture(
the<vfs>().open(url("ships://ship (19).png")));
const auto shader = the<render>().create_shader(
make_memory_stream(buffer(vs_source_cstr, std::strlen(vs_source_cstr))),
make_memory_stream(buffer(fs_source_cstr, std::strlen(fs_source_cstr))));
const auto indices = generate_quad_indices();
const auto index_buffer = the<render>().create_index_buffer(
buffer(indices.data(), indices.size() * sizeof(indices[0])),
index_declaration(index_declaration::index_type::unsigned_byte),
index_buffer::usage::static_draw);
const auto vertices1 = generate_quad_vertices(texture1->size());
const auto vertex_buffer1 = the<render>().create_vertex_buffer(
buffer(vertices1.data(), vertices1.size() * sizeof(vertices1[0])),
vertex1::decl(),
vertex_buffer::usage::static_draw);
const auto vertices2 = generate_quad_colors();
const auto vertex_buffer2 = the<render>().create_vertex_buffer(
buffer(vertices2.data(), vertices2.size() * sizeof(vertices2[0])),
vertex2::decl(),
vertex_buffer::usage::static_draw);
if ( !texture1 || !texture2 || !shader || !index_buffer || !vertex_buffer1 || !vertex_buffer2 ) {
return 1;
}
auto material = render::material()
.add_pass(render::pass_state()
.states(render::state_block()
.capabilities(render::capabilities_state()
.blending(true))
.blending(render::blending_state()
.src_factor(render::blending_factor::src_alpha)
.dst_factor(render::blending_factor::one_minus_src_alpha)))
.shader(shader)
.properties(render::property_block()
.sampler("u_texture1", render::sampler_state()
.texture(texture1)
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear))
.sampler("u_texture2", render::sampler_state()
.texture(texture2)
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear))));
auto geometry = render::geometry()
.indices(index_buffer)
.add_vertices(vertex_buffer1)
.add_vertices(vertex_buffer2);
const auto begin_game_time = time::now_ms();
const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
const auto projection = math::make_orthogonal_lh_matrix4(framebuffer_size, 0.f, 1.f);
const keyboard& k = the<input>().keyboard();
while ( !the<window>().should_close() && !k.is_key_just_released(keyboard_key::escape) ) {
const auto game_time = (time::now_ms() - begin_game_time).cast_to<f32>().value;
material.properties()
.property("u_time", game_time)
.property("u_MVP", projection);
the<render>()
.clear_depth_buffer(1.f)
.clear_stencil_buffer(0)
.clear_color_buffer({1.f, 0.4f, 0.f, 1.f})
.draw(material, geometry);
the<window>().swap_buffers(true);
the<input>().frame_tick();
window::poll_events();
}
return 0;
}