Files
enduro2d/samples/sources/sample_01/sample_01.cpp
2023-01-08 12:01:21 +07:00

283 lines
9.3 KiB
C++

/*******************************************************************************
* This file is part of the "Enduro2D"
* For conditions of distribution and use, see copyright notice in LICENSE.md
* Copyright (C) 2018-2020, by Matvey Cherevko (blackmatov@gmail.com)
******************************************************************************/
#include "../common.hpp"
using namespace e2d;
namespace
{
const char* vs_source_cstr = R"glsl(
attribute vec3 a_position;
attribute vec2 a_uv;
attribute vec4 a_color;
uniform mat4 u_MVP;
varying vec4 v_color;
varying vec2 v_uv;
void main(){
v_color = a_color;
v_uv = a_uv;
gl_Position = vec4(a_position, 1.0) * u_MVP;
}
)glsl";
const char* fs_source_cstr = R"glsl(
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_uv;
void main(){
vec2 uv = vec2(v_uv.s, 1.0 - v_uv.t);
gl_FragColor = v_color * texture2D(u_texture, uv);
}
)glsl";
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();
}
};
std::array<u16,36> 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};
}
std::array<vertex1,24> 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 {
vertex1{{-x, -y, -z}, {0, 1}},
vertex1{{ x, -y, -z}, {1, 1}},
vertex1{{ x, y, -z}, {1, 0}},
vertex1{{-x, y, -z}, {0, 0}},
vertex1{{-x, -y, z}, {0, 1}},
vertex1{{ x, -y, z}, {1, 1}},
vertex1{{ x, -y, -z}, {1, 0}},
vertex1{{-x, -y, -z}, {0, 0}},
vertex1{{ x, -y, z}, {0, 1}},
vertex1{{-x, -y, z}, {1, 1}},
vertex1{{-x, y, z}, {1, 0}},
vertex1{{ x, y, z}, {0, 0}},
vertex1{{-x, y, -z}, {0, 1}},
vertex1{{ x, y, -z}, {1, 1}},
vertex1{{ x, y, z}, {1, 0}},
vertex1{{-x, y, z}, {0, 0}},
vertex1{{ x, -y, -z}, {0, 1}},
vertex1{{ x, -y, z}, {1, 1}},
vertex1{{ x, y, z}, {1, 0}},
vertex1{{ x, y, -z}, {0, 0}},
vertex1{{-x, -y, z}, {0, 1}},
vertex1{{-x, -y, -z}, {1, 1}},
vertex1{{-x, y, -z}, {1, 0}},
vertex1{{-x, y, z}, {0, 0}}};
}
std::array<vertex2,24> generate_cube_colors() noexcept {
return {
vertex2{color32::red()},
vertex2{color32::green()},
vertex2{color32::blue()},
vertex2{color32::yellow()},
vertex2{color32::red()},
vertex2{color32::green()},
vertex2{color32::blue()},
vertex2{color32::yellow()},
vertex2{color32::red()},
vertex2{color32::green()},
vertex2{color32::blue()},
vertex2{color32::yellow()},
vertex2{color32::red()},
vertex2{color32::green()},
vertex2{color32::blue()},
vertex2{color32::yellow()},
vertex2{color32::red()},
vertex2{color32::green()},
vertex2{color32::blue()},
vertex2{color32::yellow()},
vertex2{color32::red()},
vertex2{color32::green()},
vertex2{color32::blue()},
vertex2{color32::yellow()}};
}
class game final : public engine::application {
public:
bool initialize() final {
the<vfs>().register_scheme<archive_file_source>(
"piratepack",
the<vfs>().read(url("resources://bin/kenney_piratepack.zip")));
the<vfs>().register_scheme_alias(
"ships",
url("piratepack://PNG/Retina/Ships"));
image texture_image;
if ( !images::try_load_image(texture_image, the<vfs>().read(url("ships://ship (3).png"))) ) {
return false;
}
shader_ = the<render>().create_shader(vs_source_cstr, fs_source_cstr);
texture_ = the<render>().create_texture(texture_image);
if ( !shader_ || !texture_ ) {
return false;
}
const auto indices = generate_cube_indices();
index_buffer_ = the<render>().create_index_buffer(
indices,
index_declaration::index_type::unsigned_short,
index_buffer::usage::static_draw);
const auto vertices1 = generate_cube_vertices(make_vec3(1.f));
vertex_buffer1_ = the<render>().create_vertex_buffer(
vertices1,
vertex1::decl(),
vertex_buffer::usage::static_draw);
const auto vertices2 = generate_cube_colors();
vertex_buffer2_ = the<render>().create_vertex_buffer(
vertices2,
vertex2::decl(),
vertex_buffer::usage::static_draw);
if ( !index_buffer_ || !vertex_buffer1_ || !vertex_buffer2_ ) {
return false;
}
material_ = render::material()
.add_pass(render::pass_state()
.states(render::state_block()
.capabilities(render::capabilities_state()
.culling(true)
.depth_test(true))
.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))));
geometry_ = render::geometry()
.indices(index_buffer_)
.add_vertices(vertex_buffer1_)
.add_vertices(vertex_buffer2_);
return true;
}
bool frame_tick() final {
const keyboard& k = the<input>().keyboard();
if ( the<window>().should_close() || k.is_key_just_released(keyboard_key::escape) ) {
return false;
}
if ( k.is_key_just_pressed(keyboard_key::f1) ) {
the<dbgui>().toggle_visible(!the<dbgui>().visible());
}
if ( k.is_key_pressed(keyboard_key::lsuper) && k.is_key_just_released(keyboard_key::enter) ) {
the<window>().toggle_fullscreen(!the<window>().fullscreen());
}
return true;
}
void frame_render() final {
const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
const auto projection = math::make_perspective_lh_matrix4(
make_deg(45.f),
framebuffer_size.x / framebuffer_size.y,
0.1f,
100.f);
const auto MVP =
math::make_rotation_matrix4(make_rad(the<engine>().time()), 1.f, 0.f, 0.f) *
math::make_rotation_matrix4(make_rad(the<engine>().time()), 0.f, 1.f, 0.f) *
math::make_rotation_matrix4(make_rad(the<engine>().time()), 0.f, 0.f, 1.f) *
math::make_translation_matrix4(0.f, 0.f, 0.f) *
math::make_look_at_lh_matrix4({0.f, 0.f, -3.f}, v3f::zero(), v3f::unit_y()) *
projection;
material_.properties()
.property("u_MVP", MVP);
the<render>().execute(render::command_block<64>()
.add_command(render::viewport_command(
the<window>().framebuffer_size().cast_to<i32>()))
.add_command(render::clear_command()
.color_value({1.f, 0.4f, 0.f, 1.f}))
.add_command(render::draw_command(material_, geometry_)));
}
private:
shader_ptr shader_;
texture_ptr texture_;
index_buffer_ptr index_buffer_;
vertex_buffer_ptr vertex_buffer1_;
vertex_buffer_ptr vertex_buffer2_;
render::material material_;
render::geometry geometry_;
};
}
int e2d_main(int argc, char *argv[]) {
auto params = engine::parameters("sample_01", "enduro2d")
.window_params(engine::window_parameters()
.size({1024, 768}))
.timer_params(engine::timer_parameters()
.maximal_framerate(100));
modules::initialize<engine>(argc, argv, params).start<game>();
modules::shutdown<engine>();
return 0;
}