Files
enduro2d/samples/sources/sample_02/sample_02.cpp
2018-10-24 19:25:32 +07:00

245 lines
8.0 KiB
C++

/*******************************************************************************
* This file is part of the "Enduro2D"
* For conditions of distribution and use, see copyright notice in LICENSE.md
* Copyright (C) 2018 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<v3f>("a_position")
.add_attribute<v2hu>("a_uv");
}
};
array<u8,36> 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};
}
array<vertex,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 {
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<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 texture = the<render>().create_texture(
the<vfs>().open(url("ships://ship (3).png")));
const auto shader = the<render>().create_shader(
vs_source_cstr, fs_source_cstr);
const auto indices = generate_cube_indices();
const auto index_buffer = the<render>().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<render>().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()
.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()
.indices(index_buffer)
.add_vertices(vertex_buffer);
const auto begin_game_time = time::now_ms();
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 rt = the<render>().create_render_target(
the<window>().real_size() / 10u,
pixel_declaration::pixel_type::rgba8,
pixel_declaration::pixel_type::depth16,
render_target::external_texture::color_and_depth);
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;
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);
material.properties()
.sampler("u_texture", render::sampler_state()
.texture(texture)
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear));
the<render>()
.set_render_target(rt)
.set_viewport(rt->size())
.clear_depth_buffer(1.f)
.clear_stencil_buffer(0)
.clear_color_buffer({0.f, 0.4f, 0.f, 1.f})
.draw(material, geometry);
material.properties()
.sampler("u_texture", render::sampler_state()
.texture(rt->color())
.min_filter(render::sampler_min_filter::linear)
.mag_filter(render::sampler_mag_filter::linear));
the<render>()
.set_render_target(nullptr)
.set_viewport(the<window>().real_size())
.clear_depth_buffer(1.f)
.clear_stencil_buffer(0)
.clear_color_buffer({1.f, 0.4f, 0.f, 1.f})
.draw(material, geometry);
std::this_thread::sleep_for(time::to_chrono(make_milliseconds(10)));
the<window>().swap_buffers(true);
the<input>().frame_tick();
window::poll_events();
}
return 0;
}