Subscenes

This commit is contained in:
2023-01-14 22:06:35 -08:00
parent 15e7efb7f3
commit 0558b3bb25
35 changed files with 733 additions and 116 deletions

View File

@ -6,9 +6,9 @@
# Check for build target, or default
if(NOT DEFINED DAWN_BUILD_TARGET)
if(WIN32)
set(DAWN_BUILD_TARGET "target-platformergame-win32-glfw")
set(DAWN_BUILD_TARGET "target-pokergame-win32-glfw")
elseif(UNIX AND NOT APPLE)
set(DAWN_BUILD_TARGET "target-platformergame-linux64-glfw")
set(DAWN_BUILD_TARGET "target-pokergame-linux64-glfw")
endif()
endif()

View File

@ -29,6 +29,26 @@ void RenderPipeline::render() {
void RenderPipeline::renderScene(Scene *scene) {
assertNotNull(scene);
// Render subscenes first.
auto subSceneControllers = scene->findComponents<SubSceneController>();
auto itSubScene = subSceneControllers.begin();
while(itSubScene != subSceneControllers.end()) {
auto subScene = (*itSubScene)->getSubScene();
if(subScene == nullptr) {
++itSubScene;
continue;
}
if((*itSubScene)->onlyUpdateUnpaused && scene->game->timeManager.isPaused) {
++itSubScene;
continue;
}
this->renderScene(subScene);
++itSubScene;
}
// Now render backbuffers.
auto backBuffer = this->renderManager->getBackBuffer();
auto cameras = scene->findComponents<Camera>();
Camera *backBufferCamera = nullptr;
@ -38,7 +58,8 @@ void RenderPipeline::renderScene(Scene *scene) {
while(it != cameras.end()) {
RenderTarget *cameraTarget = (*it)->getRenderTarget();
// Leave the backbuffer camera(s) to last, so we skip them.
// Leave the backbuffer camera(s) to last, so we skip them. we do this so
// that children framebuffers contain the CURRENT frame, not LAST frame.
if(cameraTarget == backBuffer) {
backBufferCamera = *it;
} else {
@ -51,21 +72,15 @@ void RenderPipeline::renderScene(Scene *scene) {
// Now render the backbuffer camera.
if(backBufferCamera == nullptr) return;
this->renderSceneCamera(scene, backBufferCamera);
// Now we try and render UI components
auto uiCanvasList = scene->findComponents<UICanvas>();
auto itCanvas = uiCanvasList.begin();
while(itCanvas != uiCanvasList.end()) {
this->renderUI(scene, backBufferCamera, *itCanvas);
++itCanvas;
}
}
void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
assertNotNull(scene);
assertNotNull(camera);
auto meshes = scene->findComponents<MeshRenderer>();
auto uiCanvasList = scene->findComponents<UICanvas>();
auto renderTarget = camera->getRenderTarget();
RenderTarget *renderTarget = camera->getRenderTarget();
assertNotNull(renderTarget);
renderTarget->bind();
@ -77,8 +92,8 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST |
RENDER_MANAGER_RENDER_FLAG_BLEND
);
auto meshes = scene->findComponents<MeshRenderer>();
// Render all Meshes on the scene
auto it = meshes.begin();
while(it != meshes.end()) {
auto mesh = *it;
@ -91,6 +106,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
}
auto shader = material->getShader();
assertNotNull(shader);
shader->bind();
shader->setGlobalParameters(camera->projection, camera->transform->getWorldTransform());
shader->setMeshParameters(mesh->item->transform.getWorldTransform());
@ -99,56 +115,69 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
mesh->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
++it;
}
}
void RenderPipeline::renderUI(
Scene *scene,
Camera *camera,
UICanvas *canvas
) {
assertNotNull(scene);
assertNotNull(camera);
assertNotNull(canvas);
RenderTarget *renderTarget;
// Now we only render world-absolute UI canvas'
auto uiShader = this->renderManager->getUIShader();
assertNotNull(uiShader);
uiShader->bind();
uiShader->setUICamera(camera->projection, camera->transform->getWorldTransform());
this->renderManager->setRenderFlags(RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST);
glm::mat4 transform;
glm::mat4 projection;
switch(canvas->drawType) {
case UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE:
transform = glm::mat4(1.0f);
projection = glm::ortho(0.0f, canvas->getWidth(), canvas->getHeight(), 0.0f);
renderTarget = camera->getRenderTarget();
break;
default:
assertUnreachable();
auto it2 = uiCanvasList.begin();
while(it2 != uiCanvasList.end()) {
auto canvas = *it2;
switch(canvas->drawType) {
case UI_DRAW_TYPE_WORLD_ABSOLUTE:
break;
default:
++it2;
continue;
}
auto it3 = canvas->children.begin();
auto rootMatrix = canvas->transform->getWorldTransform();
while(it3 != canvas->children.end()) {
(*it3)->draw(uiShader,
glm::translate(glm::scale(rootMatrix, glm::vec3(1.0f, -1.0f, 1.0f)), glm::vec3(0, -renderTarget->getHeight(), 0))
);
++it3;
}
++it2;
}
assertNotNull(renderTarget);
// Clear / Bind / Update the render target.
renderTarget->bind();
// renderTarget->clear(
// RENDER_TARGET_CLEAR_FLAG_DEPTH |
// RENDER_TARGET_CLEAR_FLAG_COLOR
// );
// Now render camera-relative UI
this->renderManager->setRenderFlags(
RENDER_MANAGER_RENDER_FLAG_BLEND
);
uiShader->setUICamera(
glm::ortho(0.0f, renderTarget->getWidth(), renderTarget->getHeight(), 0.0f),
glm::mat4(1.0f)
);
// Prepare the UI Shader
auto shader = this->renderManager->getUIShader();
assertNotNull(shader);
shader->bind();
shader->setUICamera(transform, projection);
it2 = uiCanvasList.begin();
while(it2 != uiCanvasList.end()) {
auto canvas = *it2;
// Render the children
glm::mat4 rootMatrix = canvas->transform->getWorldTransform();
auto it = canvas->children.begin();
while(it != canvas->children.end()) {
(*it)->draw(shader, rootMatrix);
++it;
switch(canvas->drawType) {
case UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE:
break;
default:
++it2;
continue;
}
auto it3 = canvas->children.begin();
auto rootMatrix = canvas->transform->getWorldTransform();
while(it3 != canvas->children.end()) {
(*it3)->draw(uiShader, rootMatrix);
++it3;
}
++it2;
}
}

View File

@ -51,19 +51,6 @@ namespace Dawn {
*/
virtual void renderSceneCamera(Scene *scene, Camera *camera);
/**
* Renders a UI Canvas to the back buffer.
*
* @param scene Scene for the UI canvas.
* @param camera Main backbuffer camera for the canvas.
* @param canvas Canvas to render.
*/
virtual void renderUI(
Scene *scene,
Camera *camera,
UICanvas *canvas
);
/**
* Cleanup a render pipeline that has been initialized.
*/

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@ -10,6 +10,7 @@
namespace Dawn {
class DawnGame;
class RenderPipeline;
class Scene {
private:
@ -127,5 +128,7 @@ namespace Dawn {
* Destroys a previously initialized Scene.
*/
~Scene();
friend class RenderPipeline;
};
}

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@ -7,4 +7,5 @@
add_subdirectory(display)
add_subdirectory(example)
add_subdirectory(physics)
add_subdirectory(scene)
add_subdirectory(ui)

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@ -11,7 +11,11 @@
#include "scene/components/display/Material.hpp"
#include "scene/components/display/PixelPerfectCamera.hpp"
#include "scene/components/display/TiledSprite.hpp"
#include "scene/components/display/SimpleRenderTargetQuad.hpp"
#include "scene/components/example/ExampleSpin.hpp"
#include "scene/components/scene/SubSceneController.hpp"
#include "scene/components/scene/SubSceneCameraAlign.hpp"
#include "scene/components/ui/UICanvas.hpp"

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@ -13,4 +13,5 @@ target_sources(${DAWN_TARGET_NAME}
MeshRenderer.cpp
PixelPerfectCamera.cpp
TiledSprite.cpp
SimpleRenderTargetQuad.cpp
)

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@ -41,7 +41,13 @@ void PixelPerfectCamera::updateDimensions() {
break;
case CAMERA_TYPE_PERSPECTIVE:
assertDeprecated();
this->transform->lookAtPixelPerfect(
glm::vec3(0, 0, 0),
glm::vec3(0, 0, 0),
target->getHeight() / this->scale,
this->camera->fov
);
// this->transform->lookAt(glm::vec3(360, 360, 360), glm::vec3(0, 0, 0));
break;
default:

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@ -19,7 +19,7 @@ namespace Dawn {
void updateDimensions();
public:
float_t scale = 4.0f;
float_t scale = 1.0f;
/**
* Create a new PixelPerfectCamera Component.

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@ -0,0 +1,81 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SimpleRenderTargetQuad.hpp"
#include "scene/Scene.hpp"
using namespace Dawn;
SimpleRenderTargetQuad::SimpleRenderTargetQuad(SceneItem *i) :
SceneItemComponent(i)
{
}
void SimpleRenderTargetQuad::onRenderTargetResized(
RenderTarget *target, float_t w, float_t h
) {
assertTrue(target == this->renderTarget);
// Update mesh
QuadMesh::bufferQuadMesh(
&this->meshHost->mesh,
glm::vec2(0, 0), glm::vec2(0, 0),
glm::vec2(w, h), glm::vec2(1, 1),
0, 0
);
}
void SimpleRenderTargetQuad::setRenderTarget(RenderTarget *rt) {
assertTrue(rt != this->renderTarget);
// Remove old event listener
if(this->renderTarget != nullptr) {
this->renderTarget->eventRenderTargetResized.removeListener(
this, &SimpleRenderTargetQuad::onRenderTargetResized
);
}
this->renderTarget = rt;
// Add new event listener.
if(rt != nullptr) {
rt->eventRenderTargetResized.addListener(
this, &SimpleRenderTargetQuad::onRenderTargetResized
);
}
}
std::vector<SceneItemComponent*> SimpleRenderTargetQuad::getDependencies() {
return std::vector<SceneItemComponent*>{
(this->meshHost = this->item->getComponent<MeshHost>())
};
}
void SimpleRenderTargetQuad::onStart() {
assertNotNull(this->meshHost);
// Create quad mesh
this->meshHost->mesh.createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
// Perform first resize.
if(this->renderTarget != nullptr) {
QuadMesh::bufferQuadMesh(
&this->meshHost->mesh,
glm::vec2(0, 0),
glm::vec2(0, 0),
glm::vec2(this->renderTarget->getWidth(), this->renderTarget->getHeight()),
glm::vec2(1,1),
0, 0
);
}
}
SimpleRenderTargetQuad::~SimpleRenderTargetQuad() {
if(this->renderTarget != nullptr) {
this->renderTarget->eventRenderTargetResized.removeListener(
this, &SimpleRenderTargetQuad::onRenderTargetResized
);
}
}

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@ -0,0 +1,42 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/components/display/MeshHost.hpp"
#include "display/RenderTarget.hpp"
#include "display/mesh/QuadMesh.hpp"
namespace Dawn {
class SimpleRenderTargetQuad : public SceneItemComponent {
protected:
MeshHost *meshHost = nullptr;
RenderTarget *renderTarget = nullptr;
void onRenderTargetResized(RenderTarget *target, float_t w, float_t h);
public:
/**
* Creates a SimpleRenderTargetQuad scene item component. This component
* will update the attached MeshHost any time the render target provided
* is updated / resized.
*
* @param item Item that this component is attached to.
*/
SimpleRenderTargetQuad(SceneItem *item);
/**
* Sets the render target to use for this quad. Can be set to nullptr when
* you no longer wish to listen for resize events.
*
* @param rt Render target to attach to.
*/
void setRenderTarget(RenderTarget *rt);
std::vector<SceneItemComponent*> getDependencies() override;
void onStart() override;
~SimpleRenderTargetQuad();
};
}

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@ -0,0 +1,11 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
SubSceneCameraAlign.cpp
SubSceneController.cpp
)

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@ -0,0 +1,102 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SubSceneCameraAlign.hpp"
using namespace Dawn;
SubSceneCameraAlign::SubSceneCameraAlign(SceneItem *i) : SceneItemComponent(i) {
}
void SubSceneCameraAlign::onRenderTargetResize(
RenderTarget *target, float_t w, float_t h
) {
this->realign();
}
void SubSceneCameraAlign::realign() {
float_t diff;
if(this->camera == nullptr) return;
if(this->renderTarget == nullptr) return;
float_t ratio = this->renderTarget->getWidth() / this->renderTarget->getHeight();
float_t myRatio = this->camera->getRenderTarget()->getWidth() / this->camera->getRenderTarget()->getHeight();
this->camera->type = CAMERA_TYPE_ORTHONOGRAPHIC;
this->camera->transform->lookAt(glm::vec3(0, 0, 10), glm::vec3(0, 0, 0));
if(ratio > myRatio) {
// My Ratio is narrower
this->camera->orthoLeft = 0;
this->camera->orthoRight = this->renderTarget->getWidth();
diff = (this->renderTarget->getHeight() - (this->renderTarget->getWidth() / myRatio)) / 2.0f;
this->camera->orthoTop = this->renderTarget->getHeight() - diff;
this->camera->orthoBottom = diff;
} else {
// My ratio is wider
this->camera->orthoBottom = 0;
this->camera->orthoTop = this->renderTarget->getHeight();
diff = (this->renderTarget->getWidth() - (this->renderTarget->getHeight() * myRatio)) / 2.0f;
this->camera->orthoLeft = diff;
this->camera->orthoRight = this->renderTarget->getWidth() - diff;
}
}
void SubSceneCameraAlign::setRenderTarget(TextureRenderTarget *renderTarget) {
assertTrue(this->renderTarget != renderTarget);
if(this->renderTarget != nullptr) {
this->renderTarget->eventRenderTargetResized.removeListener(
this, &SubSceneCameraAlign::onRenderTargetResize
);
}
this->renderTarget = renderTarget;
this->realign();
if(this->renderTarget != nullptr) {
this->renderTarget->eventRenderTargetResized.addListener(
this, &SubSceneCameraAlign::onRenderTargetResize
);
}
}
void SubSceneCameraAlign::setCamera(Camera *camera) {
assertTrue(this->camera != camera);
if(this->camera != nullptr) {
this->camera->getRenderTarget()->eventRenderTargetResized.removeListener(
this, &SubSceneCameraAlign::onRenderTargetResize
);
}
this->camera = camera;
this->realign();
if(this->camera != nullptr) {
this->camera->getRenderTarget()->eventRenderTargetResized.addListener(
this, &SubSceneCameraAlign::onRenderTargetResize
);
}
}
void SubSceneCameraAlign::onStart() {
this->realign();
}
SubSceneCameraAlign::~SubSceneCameraAlign() {
if(this->renderTarget != nullptr) {
this->renderTarget->eventRenderTargetResized.removeListener(
this, &SubSceneCameraAlign::onRenderTargetResize
);
}
if(this->camera != nullptr) {
this->camera->getRenderTarget()->eventRenderTargetResized.removeListener(
this, &SubSceneCameraAlign::onRenderTargetResize
);
}
}

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@ -0,0 +1,32 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
#include "display/TextureRenderTarget.hpp"
#include "scene/components/display/Camera.hpp"
namespace Dawn {
class SubSceneCameraAlign : public SceneItemComponent {
protected:
TextureRenderTarget *renderTarget = nullptr;
Camera *camera = nullptr;
void onRenderTargetResize(RenderTarget *target, float_t w, float_t h);
void realign();
public:
SubSceneCameraAlign(SceneItem *item);
void setRenderTarget(TextureRenderTarget *renderTarget);
void setCamera(Camera *camera);
void onStart() override;
~SubSceneCameraAlign();
};
}

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@ -0,0 +1,45 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SubSceneController.hpp"
using namespace Dawn;
SubSceneController::SubSceneController(SceneItem *i) : SceneItemComponent(i) {
}
void SubSceneController::onSceneUpdate() {
if(this->onlyUpdateUnpaused) return;
if(this->subScene == nullptr) return;
this->subScene->update();
}
void SubSceneController::onSceneUnpausedUpdate() {
if(!this->onlyUpdateUnpaused) return;
if(this->subScene == nullptr) return;
this->subScene->update();
}
Scene * SubSceneController::getSubScene() {
return this->subScene;
}
void SubSceneController::setSubScene(Scene *scene) {
assertTrue(scene != this->subScene);
this->subScene = scene;
}
void SubSceneController::onStart() {
auto myScene = this->getScene();
myScene->eventSceneUnpausedUpdate.addListener(this, &SubSceneController::onSceneUnpausedUpdate);
myScene->eventSceneUpdate.addListener(this, &SubSceneController::onSceneUpdate);
}
SubSceneController::~SubSceneController() {
auto myScene = this->getScene();
myScene->eventSceneUnpausedUpdate.removeListener(this, &SubSceneController::onSceneUnpausedUpdate);
myScene->eventSceneUpdate.removeListener(this, &SubSceneController::onSceneUpdate);
}

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@ -0,0 +1,29 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
namespace Dawn {
class SubSceneController : public SceneItemComponent {
protected:
Scene *subScene = nullptr;
void onSceneUpdate();
void onSceneUnpausedUpdate();
public:
bool_t onlyUpdateUnpaused = true;
SubSceneController(SceneItem *item);
Scene * getSubScene();
void setSubScene(Scene *scene);
void onStart() override;
~SubSceneController();
};
}

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@ -18,25 +18,7 @@ UICanvas * UICanvas::create(Scene *scene) {
UICanvas::UICanvas(SceneItem *item) : SceneItemComponent(item) {
}
float_t UICanvas::getWidth() {
return this->getGame()->renderManager.getBackBuffer()->getWidth();
}
float_t UICanvas::getHeight() {
return this->getGame()->renderManager.getBackBuffer()->getHeight();
}
void UICanvas::onStart() {
this->getGame()->renderManager.getBackBuffer()->eventRenderTargetResized
.addListener(this, &UICanvas::onBackBufferResize)
;
}
void UICanvas::onBackBufferResize(
RenderTarget *target,
float_t width,
float_t height
) {
void UICanvas::onRenderTargetResize(RenderTarget *target, float_t w, float_t h){
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->updatePositions();
@ -44,14 +26,55 @@ void UICanvas::onBackBufferResize(
}
}
void UICanvas::setCamera(Camera *camera) {
assertTrue(camera != this->camera);
if(this->camera != nullptr) {
this->camera->getRenderTarget()->eventRenderTargetResized.removeListener(
this, &UICanvas::onRenderTargetResize
);
}
this->camera = camera;
if(this->camera != nullptr) {
this->camera->getRenderTarget()->eventRenderTargetResized.addListener(
this, &UICanvas::onRenderTargetResize
);
}
}
float_t UICanvas::getWidth() {
if(this->camera == nullptr) {
return this->getGame()->renderManager.getBackBuffer()->getWidth();
}
return this->camera->getRenderTarget()->getWidth();
}
float_t UICanvas::getHeight() {
if(this->camera == nullptr) {
return this->getGame()->renderManager.getBackBuffer()->getHeight();
}
return this->camera->getRenderTarget()->getHeight();
}
void UICanvas::onStart() {
if(this->camera == nullptr) {
auto camera = this->getScene()->findComponent<Camera>();
this->setCamera(camera);
}
}
UICanvas::~UICanvas() {
auto it = this->children.begin();
while(it != this->children.end()) {
delete *it;
++it;
}
this->getGame()->renderManager.getBackBuffer()->eventRenderTargetResized
.removeListener(this, &UICanvas::onBackBufferResize)
;
if(this->camera != nullptr) {
this->camera->getRenderTarget()->eventRenderTargetResized.removeListener(
this, &UICanvas::onRenderTargetResize
);
}
}

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@ -6,6 +6,7 @@
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "display/RenderTarget.hpp"
#include "scene/components/display/Camera.hpp"
namespace Dawn {
enum UIDrawType {
@ -18,11 +19,9 @@ namespace Dawn {
class UICanvas : public SceneItemComponent {
protected:
void onBackBufferResize(
RenderTarget *target,
float_t width,
float_t height
);
Camera *camera = nullptr;
void onRenderTargetResize(RenderTarget *target, float_t w, float_t h);
public:
/**
@ -45,6 +44,13 @@ namespace Dawn {
*/
UICanvas(SceneItem *item);
/**
* Sets the camera used by the UI canvas.
*
* @param camera Camera to set for the UI canvas.
*/
void setCamera(Camera *camera);
/**
* Construct and append a UI item to this UI Canvas.
*

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@ -57,6 +57,10 @@ void UILabel::setFontSize(float_t fontSize) {
this->needsRebuffering = true;
}
float_t UILabel::getFontSize() {
return this->fontSize;
}
float_t UILabel::getContentWidth() {
this->updateMesh();
return this->measure.getWidth();

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@ -68,6 +68,13 @@ namespace Dawn {
*/
void setFontSize(float_t fontSize);
/**
* Get the labels' current font size.
*
* @return Font size of the label.
*/
float_t getFontSize();
~UILabel();
};
}

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@ -105,7 +105,7 @@ void VisualNovelTextbox::textboxOnSceneUpdate() {
),
this->border.getBorderSize() + this->labelPadding
),
1.0f
5.0f
);
this->eventNewPage.invoke();
}
@ -167,6 +167,10 @@ void VisualNovelTextbox::setFontSize(float_t fontSize) {
this->label.updateMesh();
}
float_t VisualNovelTextbox::getFontSize() {
return this->label.getFontSize();
}
void VisualNovelTextbox::setLabelPadding(glm::vec2 padding) {
this->labelPadding = padding;
this->updatePositions();

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@ -98,6 +98,13 @@ namespace Dawn {
*/
void setFontSize(float_t fontSize);
/**
* Returns the current font size.
*
* @return Font size.
*/
float_t getFontSize();
/**
* Sets the padding of the label. This will increase the spacing between
* the text and the border.

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@ -60,10 +60,10 @@ int32_t DawnHost::init(DawnGame *game) {
game->inputManager.bind(INPUT_BIND_ACCEPT, GLFW_KEY_ENTER);
game->inputManager.bind(INPUT_BIND_ACCEPT, GLFW_KEY_E);
game->inputManager.bind(INPUT_BIND_ACCEPT, GLFW_KEY_SPACE);
game->inputManager.bind(INPUT_BIND_NEGATIVE_X, GLFW_KEY_A);
game->inputManager.bind(INPUT_BIND_POSITIVE_X, GLFW_KEY_D);
game->inputManager.bind(INPUT_BIND_NEGATIVE_Y, GLFW_KEY_S);
game->inputManager.bind(INPUT_BIND_POSITIVE_Y, GLFW_KEY_W);
// game->inputManager.bind(INPUT_BIND_NEGATIVE_X, GLFW_KEY_A);
// game->inputManager.bind(INPUT_BIND_POSITIVE_X, GLFW_KEY_D);
// game->inputManager.bind(INPUT_BIND_NEGATIVE_Y, GLFW_KEY_S);
// game->inputManager.bind(INPUT_BIND_POSITIVE_Y, GLFW_KEY_W);
// Initialize the game
auto result = game->init();

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@ -10,6 +10,7 @@ target_sources(${DAWN_TARGET_NAME}
BackBufferRenderTarget.cpp
StandardRenderPipeline.cpp
Texture.cpp
TextureRenderTarget.cpp
)
# Subdirs

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@ -10,6 +10,8 @@
#include "util/memory.hpp"
namespace Dawn {
class TextureRenderTarget;
typedef GLuint textureslot_t;
class Texture : public ITexture {
@ -34,5 +36,7 @@ namespace Dawn {
void bind(textureslot_t slot);
~Texture();
friend class TextureRenderTarget;
};
}

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@ -0,0 +1,87 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "TextureRenderTarget.hpp"
using namespace Dawn;
TextureRenderTarget::TextureRenderTarget(float_t width, float_t height) {
this->setSize(width, height);
}
Texture * TextureRenderTarget::getTexture() {
return &this->texture;
}
void TextureRenderTarget::setSize(float_t width, float_t height) {
assertTrue(width > 0);
assertTrue(height > 0);
assertTrue(width != this->getWidth());
assertTrue(height != this->getHeight());
// Delete old buffers.
if(this->rboId != -1) glDeleteRenderbuffers(1, &this->rboId);
if(this->fboId != -1) glDeleteFramebuffers(1, &this->fboId);
// Resize texture
this->texture.setSize((int32_t)width, (int32_t) height);
this->eventRenderTargetResized.invoke(this, width, height);
// Create Frame Buffer
glGenFramebuffers(1, &this->fboId);
glBindFramebuffer(GL_FRAMEBUFFER, this->fboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, this->texture.id, 0
);
// Create Render Buffer
glGenRenderbuffers(1, &this->rboId);
glBindRenderbuffer(GL_RENDERBUFFER, this->rboId);
glRenderbufferStorage(
GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
this->texture.width, this->texture.height
);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, this->rboId
);
// Validate things went correct.
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
assertUnreachable();
}
}
float_t TextureRenderTarget::getWidth() {
return (float_t)this->texture.getWidth();
}
float_t TextureRenderTarget::getHeight() {
return (float_t)this->texture.getHeight();
}
void TextureRenderTarget::setClearColor(struct Color color) {
this->clearColor = color;
}
void TextureRenderTarget::clear(flag8_t clearFlags) {
glClearColor(
this->clearColor.r,
this->clearColor.g,
this->clearColor.b,
this->clearColor.a
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void TextureRenderTarget::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, this->fboId);
glViewport(0, 0, this->texture.getWidth(), this->texture.getHeight());
}
TextureRenderTarget::~TextureRenderTarget() {
if(this->rboId != -1) glDeleteRenderbuffers(1, &this->rboId);
if(this->fboId != -1) glDeleteFramebuffers(1, &this->fboId);
}

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@ -0,0 +1,37 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnopengl.hpp"
#include "display/RenderTarget.hpp"
#include "display/Texture.hpp"
namespace Dawn {
class RenderManager;
class TextureRenderTarget : public RenderTarget {
private:
GLuint fboId = -1;
GLuint rboId = -1;
Texture texture;
struct Color clearColor = COLOR_CORNFLOWER_BLUE;
public:
TextureRenderTarget(float_t width, float_t height);
Texture * getTexture();
void setSize(float_t width, float_t height);
float_t getWidth() override;
float_t getHeight() override;
void setClearColor(struct Color color) override;
void clear(flag8_t clearFlags) override;
void bind() override;
~TextureRenderTarget();
};
}

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@ -99,9 +99,9 @@ namespace Dawn {
this->setBoolean(this->paramHasTexture, false);
}
void setUICamera(glm::mat4 view, glm::mat4 projection) {
this->setMatrix(this->paramView, view);
void setUICamera(glm::mat4 projection, glm::mat4 view) {
this->setMatrix(this->paramProjection, projection);
this->setMatrix(this->paramView, view);
}
void setUIModel(glm::mat4 model) {

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@ -36,6 +36,7 @@ tool_texture(texture_tavern_morning borrowed/tavern_morning.png)
tool_texture(texture_tavern_night borrowed/tavern_night.png)
tool_texture(texture_village_day borrowed/village_day.png)
tool_tileset(tileset_penny texture_penny characters/penny/penny-blink.png 1 22)
tool_tileset(tileset_cards texture_cards ${DIR_GAME_ASSETS}/cards.png 14 4)
tool_truetype(truetype_ark
ark-pixel.ttf
truetype_ark
@ -46,8 +47,10 @@ tool_truetype(truetype_ark
add_dependencies(${DAWN_TARGET_NAME}
language_en
texture_test
tileset_penny
tileset_cards
texture_test
truetype_ark
texture_city_day
texture_city_night

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@ -4,8 +4,7 @@
// https://opensource.org/licenses/MIT
#include "DawnGame.hpp"
#include "scenes/Scene_1_1.hpp"
#include "scenes/TestScene.hpp"
#include "scenes/SubsceneTest.hpp"
using namespace Dawn;
@ -23,7 +22,7 @@ int32_t DawnGame::init() {
this->localeManager.init();
this->renderManager.init();
this->scene = new TestScene(this);
this->scene = new SubsceneTest(this);
return DAWN_GAME_INIT_RESULT_SUCCESS;
}

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@ -19,7 +19,7 @@ namespace Dawn {
static void prefabApply(AssetManager *man, UIBorder *border) {
auto text = man->get<TextureAsset>("texture_test");
border->texture = &text->texture;
border->setBorderSize(glm::vec2(16, 16));
border->setBorderSize(glm::vec2(8, 8));
}
};
}

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@ -22,11 +22,11 @@ namespace Dawn {
auto assetFont = man->get<TrueTypeAsset>("truetype_ark");
UIBorderPrefab::apply(&textbox->border);
textbox->setFont(&assetFont->font);
textbox->setFontSize(40);
textbox->setLabelPadding(glm::vec2(10, 8));
textbox->setFontSize(11);
textbox->setLabelPadding(glm::vec2(4, 4));
textbox->setTransform(
UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_END,
glm::vec4(0, 238, 0, 0),
glm::vec4(0, assetFont->font.getLineHeight(textbox->getFontSize()) * 4, 0, 0),
0.0f
);
}

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@ -7,19 +7,27 @@
using namespace Dawn;
PokerVNScene::PokerVNScene(DawnGame *game) : SimpleVNScene(game) {
PokerVNScene::PokerVNScene(DawnGame *game) :
SimpleVNScene(game),
renderTarget(320, 180)
{
}
std::vector<Asset*> PokerVNScene::getRequiredAssets() {
auto assMan = &this->game->assetManager;
std::vector<Asset*> assets, l;
vectorAppend(&assets,SimpleVNScene::getRequiredAssets());
vectorAppend(&assets, &(l = PokerPlayerDisplay::getAssets(assMan)));
std::vector<Asset*> assets;
vectorAppend(&assets, SimpleVNScene::getRequiredAssets());
vectorAppend(&assets, PokerPlayerDisplay::getAssets(assMan));
return assets;
}
void PokerVNScene::vnStage() {
this->renderTarget.setClearColor(COLOR_RED);
this->camera->setRenderTarget(&this->renderTarget);
auto pixelPerfectCamera = this->camera->item->addComponent<PixelPerfectCamera>();
auto pokerGameItem = this->createSceneItem();
this->pokerGame = pokerGameItem->addComponent<PokerGame>();

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@ -9,6 +9,7 @@
#include "visualnovel/events/PokerBetLoopEvent.hpp"
#include "visualnovel/events/PokerInitialEvent.hpp"
#include "ui/PokerPlayerDisplay.hpp"
#include "display/TextureRenderTarget.hpp"
namespace Dawn {
class PokerVNScene : public SimpleVNScene {
@ -23,7 +24,10 @@ namespace Dawn {
*/
virtual std::vector<PokerPlayer*> getPokerPlayers() = 0;
public:
TextureRenderTarget renderTarget;
PokerGame *pokerGame;
std::vector<PokerPlayer*> pokerPlayers;
std::map<PokerPlayer*, PokerPlayerDisplay*> pokerPlayerDisplays;

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@ -0,0 +1,50 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
#include "game/DawnGame.hpp"
#include "scenes/TestScene.hpp"
namespace Dawn {
class SubsceneTest : public Scene {
public:
Camera *camera;
SceneItem *sceneItem;
TestScene subScene;
SubsceneTest(DawnGame *game) : Scene(game), subScene(game) {
}
std::vector<Asset*> getRequiredAssets() override {
return this->subScene.getRequiredAssets();
}
void stage() override {
this->camera = Camera::create(this);
this->camera->transform->lookAt(glm::vec3(300, 300, 300), glm::vec3(0, 0, 0));
this->subScene.stage();
this->sceneItem = this->createSceneItem();
auto host = this->sceneItem->addComponent<MeshHost>();
auto renderer = this->sceneItem->addComponent<MeshRenderer>();
auto material = this->sceneItem->addComponent<Material>();
material->textureValues[material->getShader()->getParameterByName("u_Text")] = this->subScene.renderTarget.getTexture();
auto renderTargetQuad = this->sceneItem->addComponent<SimpleRenderTargetQuad>();
renderTargetQuad->setRenderTarget(&this->subScene.renderTarget);
auto subSceneController = this->sceneItem->addComponent<SubSceneController>();
subSceneController->setSubScene(&this->subScene);
auto subSceneCameraAlign = this->sceneItem->addComponent<SubSceneCameraAlign>();
subSceneCameraAlign->setRenderTarget(&this->subScene.renderTarget);
subSceneCameraAlign->setCamera(this->camera);
}
};
}