mirror of
https://github.com/enduro2d/enduro2d.git
synced 2025-12-14 16:09:06 +07:00
195 lines
6.6 KiB
C++
195 lines
6.6 KiB
C++
/*******************************************************************************
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* This file is part of the "Enduro2D"
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* For conditions of distribution and use, see copyright notice in LICENSE.md
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* Copyright (C) 2018 Matvey Cherevko
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******************************************************************************/
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#include "../common.hpp"
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using namespace e2d;
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namespace
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{
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const char* vs_source_cstr = R"glsl(
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#version 120
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attribute vec3 a_position;
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attribute vec2 a_uv;
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attribute vec4 a_color;
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uniform float u_time;
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uniform mat4 u_MVP;
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varying vec4 v_color;
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varying vec2 v_uv;
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void main(){
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v_color = a_color;
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v_uv = a_uv;
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float s = 0.7 + 0.3 * (cos(u_time * 0.003) + 1);
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gl_Position = vec4(a_position * s, 1.0) * u_MVP;
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}
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)glsl";
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const char* fs_source_cstr = R"glsl(
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#version 120
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uniform float u_time;
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uniform sampler2D u_texture1;
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uniform sampler2D u_texture2;
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varying vec4 v_color;
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varying vec2 v_uv;
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void main(){
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vec2 uv = vec2(v_uv.s, 1.0 - v_uv.t);
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if ( u_time > 2000 ) {
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gl_FragColor = v_color * texture2D(u_texture2, uv);
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} else {
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gl_FragColor = v_color * texture2D(u_texture1, uv);
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}
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}
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)glsl";
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struct vertex1 {
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v3f position;
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v2hu uv;
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static vertex_declaration decl() noexcept {
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return vertex_declaration()
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.add_attribute<v3f>("a_position")
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.add_attribute<v2hu>("a_uv");
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}
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};
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struct vertex2 {
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color32 color;
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static vertex_declaration decl() noexcept {
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return vertex_declaration()
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.add_attribute<color32>("a_color").normalized();
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}
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};
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array<u8,6> generate_quad_indices() noexcept {
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return {0, 1, 2, 2, 1, 3};
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}
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array<vertex1,4> generate_quad_vertices(const v2u& size) noexcept {
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f32 hw = size.x * 0.5f;
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f32 hh = size.y * 0.5f;
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return {
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vertex1{{-hw, hh, 0.f}, {0, 1}},
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vertex1{{-hw, -hh, 0.f}, {0, 0}},
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vertex1{{ hw, hh, 0.f}, {1, 1}},
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vertex1{{ hw, -hh, 0.f}, {1, 0}}};
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}
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array<vertex2,4> generate_quad_colors() noexcept {
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return {
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vertex2{color32::red()},
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vertex2{color32::green()},
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vertex2{color32::blue()},
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vertex2{color32::yellow()}};
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}
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}
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int e2d_main() {
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{
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modules::initialize<vfs>()
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.register_scheme<filesystem_file_source>("file");
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modules::initialize<debug>()
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.register_sink<debug_console_sink>();
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modules::initialize<input>();
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modules::initialize<window>(v2u{640, 480}, "Enduro2D", false)
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.register_event_listener<window_input_source>(the<input>());
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modules::initialize<render>(the<debug>(), the<window>());
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}
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{
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str resources;
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filesystem::extract_predef_path(resources, filesystem::predef_path::resources);
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the<vfs>().register_scheme_alias(
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"resources",
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url{"file", resources});
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the<vfs>().register_scheme<archive_file_source>(
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"piratepack",
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the<vfs>().open(url("resources://bin/kenney_piratepack.zip")));
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the<vfs>().register_scheme_alias("ships", url("piratepack://PNG/Retina/Ships"));
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}
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auto texture1 = the<render>().create_texture(
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the<vfs>().open(url("ships://ship (2).png")));
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auto texture2 = the<render>().create_texture(
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the<vfs>().open(url("ships://ship (19).png")));
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const auto shader = the<render>().create_shader(
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vs_source_cstr, fs_source_cstr);
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const auto indices = generate_quad_indices();
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const auto index_buffer = the<render>().create_index_buffer(
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buffer(indices.data(), indices.size() * sizeof(indices[0])),
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index_declaration::index_type::unsigned_byte,
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index_buffer::usage::static_draw);
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const auto vertices1 = generate_quad_vertices(texture1->size());
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const auto vertex_buffer1 = the<render>().create_vertex_buffer(
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buffer(vertices1.data(), vertices1.size() * sizeof(vertices1[0])),
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vertex1::decl(),
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vertex_buffer::usage::static_draw);
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const auto vertices2 = generate_quad_colors();
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const auto vertex_buffer2 = the<render>().create_vertex_buffer(
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buffer(vertices2.data(), vertices2.size() * sizeof(vertices2[0])),
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vertex2::decl(),
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vertex_buffer::usage::static_draw);
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if ( !texture1 || !texture2 || !shader || !index_buffer || !vertex_buffer1 || !vertex_buffer2 ) {
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return 1;
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}
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auto material = render::material()
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.add_pass(render::pass_state()
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.states(render::state_block()
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.capabilities(render::capabilities_state()
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.blending(true))
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.blending(render::blending_state()
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.src_factor(render::blending_factor::src_alpha)
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.dst_factor(render::blending_factor::one_minus_src_alpha)))
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.shader(shader)
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.properties(render::property_block()
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.sampler("u_texture1", render::sampler_state()
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.texture(texture1)
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear))
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.sampler("u_texture2", render::sampler_state()
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.texture(texture2)
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear))));
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auto geometry = render::geometry()
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.indices(index_buffer)
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.add_vertices(vertex_buffer1)
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.add_vertices(vertex_buffer2);
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const auto begin_game_time = time::now_ms();
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const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
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const auto projection = math::make_orthogonal_lh_matrix4(framebuffer_size, 0.f, 1.f);
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const keyboard& k = the<input>().keyboard();
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while ( !the<window>().should_close() && !k.is_key_just_released(keyboard_key::escape) ) {
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const auto game_time = (time::now_ms() - begin_game_time).cast_to<f32>().value;
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material.properties()
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.property("u_time", game_time)
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.property("u_MVP", projection);
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the<render>().execute(render::command_block<64>()
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.add_command(render::clear_command()
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.color_value({1.f, 0.4f, 0.f, 1.f}))
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.add_command(render::draw_command(material, geometry)));
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the<window>().swap_buffers(true);
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the<input>().frame_tick();
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window::poll_events();
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}
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return 0;
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}
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