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

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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.
*