Part one - removed references and smart pointers

This commit is contained in:
2022-11-11 19:08:46 -08:00
parent 4c2fc4cfcf
commit 42645883cd
76 changed files with 3899 additions and 3707 deletions

View File

@ -1,140 +1,141 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "RenderPipeline.hpp"
#include "game/DawnGame.hpp"
#include "display/mesh/QuadMesh.hpp"
using namespace Dawn;
RenderPipeline::RenderPipeline(RenderManager &renderManager) :
renderManager(renderManager)
{
}
void RenderPipeline::init() {
}
void RenderPipeline::render() {
this->renderScene(*this->renderManager.game.scene);
}
void RenderPipeline::renderScene(Scene &scene) {
RenderTarget &backBuffer = this->renderManager.getBackBuffer();
auto cameras = scene.findComponents<Camera>();
std::shared_ptr<Camera> backBufferCamera = nullptr;
// First, render all non-backbuffer cameras.
auto it = cameras.begin();
while(it != cameras.end()) {
RenderTarget &cameraTarget = (*it)->getRenderTarget();
// Leave the backbuffer camera(s) to last, so we skip them.
if(&cameraTarget == &backBuffer) {
backBufferCamera = *it;
} else {
this->renderSceneCamera(scene, **it);
}
++it;
}
// 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) {
RenderTarget &renderTarget = camera.getRenderTarget();
renderTarget.bind();
renderTarget.clear(
RENDER_TARGET_CLEAR_FLAG_DEPTH |
RENDER_TARGET_CLEAR_FLAG_COLOR
);
this->renderManager.setRenderFlags(
RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST |
RENDER_MANAGER_RENDER_FLAG_BLEND
);
auto meshes = scene.findComponents<MeshRenderer>();
auto it = meshes.begin();
while(it != meshes.end()) {
auto mesh = *it;
auto material = mesh->item.getComponent<Material>();
// TODO: fallback material?
if(material == nullptr) {
++it;
continue;
}
auto shader = material->getShader();
shader->bind();
shader->setGlobalParameters(camera.projection, camera.transform.getWorldTransform());
shader->setMeshParameters(mesh->item.transform.getWorldTransform());
material->setShaderParameters();
mesh->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
++it;
}
}
void RenderPipeline::renderUI(
Scene &scene,
Camera &camera,
UICanvas &canvas
) {
// Get the
RenderTarget *renderTarget;
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:
throw "UI Draw modes are not yet supported.";
}
// Clear / Bind / Update the render target.
renderTarget->bind();
renderTarget->clear(
RENDER_TARGET_CLEAR_FLAG_DEPTH |
RENDER_TARGET_CLEAR_FLAG_COLOR
);
this->renderManager.setRenderFlags(
RENDER_MANAGER_RENDER_FLAG_BLEND |
RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
);
// Prepare the UI Shader
auto shader = this->renderManager.getUIShader();
shader->bind();
shader->setUICamera(transform, projection);
// Render the children
glm::mat4 rootMatrix = canvas.transform.getWorldTransform();
auto it = canvas.children.begin();
while(it != canvas.children.end()) {
(*it)->draw(*shader, rootMatrix);
++it;
}
}
RenderPipeline::~RenderPipeline() {
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "RenderPipeline.hpp"
#include "game/DawnGame.hpp"
#include "display/mesh/QuadMesh.hpp"
#include "scene/SceneItem.hpp"
using namespace Dawn;
RenderPipeline::RenderPipeline(RenderManager *renderManager) {
assertNotNull(renderManager);
this->renderManager = renderManager;
}
void RenderPipeline::init() {
}
void RenderPipeline::render() {
this->renderScene(this->renderManager->game->scene);
}
void RenderPipeline::renderScene(Scene *scene) {
auto backBuffer = this->renderManager->getBackBuffer();
auto cameras = scene->findComponents<Camera>();
Camera *backBufferCamera = nullptr;
// First, render all non-backbuffer cameras.
auto it = cameras.begin();
while(it != cameras.end()) {
RenderTarget *cameraTarget = (*it)->getRenderTarget();
// Leave the backbuffer camera(s) to last, so we skip them.
if(cameraTarget == backBuffer) {
backBufferCamera = *it;
} else {
this->renderSceneCamera(scene, *it);
}
++it;
}
// 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) {
RenderTarget *renderTarget = camera->getRenderTarget();
renderTarget->bind();
renderTarget->clear(
RENDER_TARGET_CLEAR_FLAG_DEPTH |
RENDER_TARGET_CLEAR_FLAG_COLOR
);
this->renderManager->setRenderFlags(
RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST |
RENDER_MANAGER_RENDER_FLAG_BLEND
);
auto meshes = scene->findComponents<MeshRenderer>();
auto it = meshes.begin();
while(it != meshes.end()) {
auto mesh = *it;
auto material = mesh->item->getComponent<Material>();
// TODO: fallback material?
if(material == nullptr) {
++it;
continue;
}
auto shader = material->getShader();
shader->bind();
shader->setGlobalParameters(camera->projection, camera->transform->getWorldTransform());
shader->setMeshParameters(mesh->item->transform.getWorldTransform());
material->setShaderParameters();
mesh->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
++it;
}
}
void RenderPipeline::renderUI(
Scene *scene,
Camera *camera,
UICanvas *canvas
) {
// Get the
RenderTarget *renderTarget;
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:
throw "UI Draw modes are not yet supported.";
}
// Clear / Bind / Update the render target.
renderTarget->bind();
renderTarget->clear(
RENDER_TARGET_CLEAR_FLAG_DEPTH |
RENDER_TARGET_CLEAR_FLAG_COLOR
);
this->renderManager->setRenderFlags(
RENDER_MANAGER_RENDER_FLAG_BLEND |
RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
);
// Prepare the UI Shader
auto shader = this->renderManager->getUIShader();
shader->bind();
shader->setUICamera(transform, projection);
// Render the children
glm::mat4 rootMatrix = canvas->transform->getWorldTransform();
auto it = canvas->children.begin();
while(it != canvas->children.end()) {
(*it)->draw(shader, rootMatrix);
++it;
}
}
RenderPipeline::~RenderPipeline() {
}

View File

@ -1,72 +1,72 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "display/RenderManager.hpp"
#include "scene/Scene.hpp"
#include "scene/components/Components.hpp"
#include "scene/components/ui/UICanvas.hpp"
#include "ui/UIComponent.hpp"
namespace Dawn {
class RenderPipeline {
public:
RenderManager &renderManager;
/**
* Constructs a new RenderPipeline. Render Pipelines are my attempt to
* create both a flexible, but standard way to allow the individual games
* to decide how they want to render the common scene-item models.
*
* @param renderManager Parent render manager this pipeline belongs to.
*/
RenderPipeline(RenderManager &renderManager);
/**
* Initialize the render pipeline.
*/
virtual void init();
/**
* Renders the games' currently active scene, and all of its' cameras.
*/
virtual void render();
/**
* Render a specific scene, usually just called for the currently active
* scene, but in future this could include sub-scenes.
*
* @param scene Scene to render.
*/
virtual void renderScene(Scene &scene);
/**
* Render a specific camera on a specific scene.
*
* @param scene Scene to render.
* @param camera Camera within the scene to render.
*/
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.
*/
virtual ~RenderPipeline();
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "display/RenderManager.hpp"
#include "scene/Scene.hpp"
#include "scene/components/Components.hpp"
#include "scene/components/ui/UICanvas.hpp"
#include "ui/UIComponent.hpp"
namespace Dawn {
class RenderPipeline {
public:
RenderManager *renderManager;
/**
* Constructs a new RenderPipeline. Render Pipelines are my attempt to
* create both a flexible, but standard way to allow the individual games
* to decide how they want to render the common scene-item models.
*
* @param renderManager Parent render manager this pipeline belongs to.
*/
RenderPipeline(RenderManager *renderManager);
/**
* Initialize the render pipeline.
*/
virtual void init();
/**
* Renders the games' currently active scene, and all of its' cameras.
*/
virtual void render();
/**
* Render a specific scene, usually just called for the currently active
* scene, but in future this could include sub-scenes.
*
* @param scene Scene to render.
*/
virtual void renderScene(Scene *scene);
/**
* Render a specific camera on a specific scene.
*
* @param scene Scene to render.
* @param camera Camera within the scene to render.
*/
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.
*/
virtual ~RenderPipeline();
};
}

View File

@ -1,58 +1,58 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "util/flag.hpp"
#include "display/Color.hpp"
#include "event/Event.hpp"
#define RENDER_TARGET_CLEAR_FLAG_COLOR FLAG_DEFINE(0)
#define RENDER_TARGET_CLEAR_FLAG_DEPTH FLAG_DEFINE(1)
namespace Dawn {
class RenderTarget {
public:
Event<RenderTarget &, float_t, float_t> eventRenderTargetResized;
/**
* Return the width of the render target.
*
* @return The width of the render target.
*/
virtual float_t getWidth() = 0;
/**
* Return the height of the render target.
*
* @return The height of the render target.
*/
virtual float_t getHeight() = 0;
/**
* Sets the clear color of the render target when the clear method for
* the color buffer is requested.
*
* @param color Color to use for the clear operation.
*/
virtual void setClearColor(struct Color color) = 0;
/**
* Request the existing data in the render target to be cleared out. We
* typically assume the render target can support multiple buffer types,
* so you can opt to only clear certain buffer types.
*
* @param clearFlags Flags to request what is going to be cleared.
*/
virtual void clear(flag8_t clearFlags) = 0;
/**
* Bind the render target for rendering to. The proceeding render requests
* will want to render to this render target directly. In future I may
* see if we can have multiple render targets bound at once to make this
* operation perform faster.
*/
virtual void bind() = 0;
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "util/flag.hpp"
#include "display/Color.hpp"
#include "event/Event.hpp"
#define RENDER_TARGET_CLEAR_FLAG_COLOR FLAG_DEFINE(0)
#define RENDER_TARGET_CLEAR_FLAG_DEPTH FLAG_DEFINE(1)
namespace Dawn {
class RenderTarget {
public:
Event<RenderTarget*, float_t, float_t> eventRenderTargetResized;
/**
* Return the width of the render target.
*
* @return The width of the render target.
*/
virtual float_t getWidth() = 0;
/**
* Return the height of the render target.
*
* @return The height of the render target.
*/
virtual float_t getHeight() = 0;
/**
* Sets the clear color of the render target when the clear method for
* the color buffer is requested.
*
* @param color Color to use for the clear operation.
*/
virtual void setClearColor(struct Color color) = 0;
/**
* Request the existing data in the render target to be cleared out. We
* typically assume the render target can support multiple buffer types,
* so you can opt to only clear certain buffer types.
*
* @param clearFlags Flags to request what is going to be cleared.
*/
virtual void clear(flag8_t clearFlags) = 0;
/**
* Bind the render target for rendering to. The proceeding render requests
* will want to render to this render target directly. In future I may
* see if we can have multiple render targets bound at once to make this
* operation perform faster.
*/
virtual void bind() = 0;
};
}

View File

@ -1,160 +1,161 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Transform.hpp"
#include "scene/SceneItem.hpp"
using namespace Dawn;
Transform::Transform(SceneItem &item) :
item(item),
transformLocal(1.0f),
transformWorld(1.0f)
{
this->updateLocalValuesFromLocalTransform();
}
void Transform::updateLocalValuesFromLocalTransform() {
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(
this->transformLocal,
this->localScale,
this->localRotation,
this->localPosition,
skew, perspective
);
}
void Transform::updateLocalTransformFromLocalValues() {
glm::mat4 translate = glm::translate(glm::mat4(1.0), this->localPosition);
glm::mat4 rotate = glm::mat4_cast(this->localRotation);
glm::mat4 scale = glm::scale(glm::mat4(1.0), this->localScale);
this->transformLocal = translate * rotate * scale;
this->updateWorldTransformFromLocalTransform();
}
void Transform::updateWorldTransformFromLocalTransform() {
glm::mat4 newWorld(1.0f);
auto parent = this->getParent();
if(parent != nullptr) newWorld = parent->getWorldTransform();
this->transformWorld = newWorld * transformLocal;
}
void Transform::updateLocalTransformFromWorldTransform() {
glm::mat4 parentMat(1.0f);
auto parent = this->getParent();
if(parent != nullptr) parentMat = parent->getWorldTransform();
this->transformLocal = parentMat / this->transformWorld;
this->updateLocalValuesFromLocalTransform();
}
void Transform::updateChildrenTransforms() {
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->updateWorldTransformFromLocalTransform();
++it;
}
}
void Transform::lookAt(glm::vec3 pos, glm::vec3 look) {
this->lookAt(pos, look, glm::vec3(0, 1, 0));
}
void Transform::lookAt(glm::vec3 pos, glm::vec3 look, glm::vec3 up) {
this->setWorldTransform(glm::lookAt(pos, look, up));
}
glm::vec3 Transform::getLocalPosition() {
return this->localPosition;
}
void Transform::setLocalPosition(glm::vec3 position) {
this->localPosition = position;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
}
glm::vec3 Transform::getLocalScale() {
return this->localScale;
}
void Transform::setLocalScale(glm::vec3 scale) {
this->localScale = scale;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
}
glm::quat Transform::getLocalRotation() {
return this->localRotation;
}
void Transform::setLocalRotation(glm::quat rotation) {
this->localRotation = rotation;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
}
glm::mat4 Transform::getLocalTransform() {
return this->transformLocal;
}
void Transform::setLocalTransform(glm::mat4 transform) {
this->transformLocal = transform;
this->updateLocalValuesFromLocalTransform();
this->updateChildrenTransforms();
}
glm::mat4 Transform::getWorldTransform() {
return this->transformWorld;
}
void Transform::setWorldTransform(glm::mat4 transform) {
this->transformWorld = transform;
this->updateLocalTransformFromWorldTransform();
this->updateChildrenTransforms();
}
void Transform::setParent(Transform *parent) {
if(parent == this) throw "Cannot self reference";
auto currentParent = this->getParent();
if(currentParent == parent) return;
if(currentParent != nullptr) {
auto it = currentParent->children.begin();
while(it != currentParent->children.end()) {
if(*it == this) {
currentParent->children.erase(it);
break;
}
++it;
}
}
this->parent = parent;
if(parent != nullptr) parent->children.push_back(this);
this->updateLocalTransformFromWorldTransform();
this->updateChildrenTransforms();
}
Transform * Transform::getParent() {
return this->parent;
}
Transform::~Transform() {
this->setParent(nullptr);
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->setParent(nullptr);
++it;
}
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Transform.hpp"
#include "scene/SceneItem.hpp"
using namespace Dawn;
Transform::Transform(SceneItem *item) :
transformLocal(1.0f),
transformWorld(1.0f)
{
assertNotNull(item);
this->item = item;
this->updateLocalValuesFromLocalTransform();
}
void Transform::updateLocalValuesFromLocalTransform() {
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(
this->transformLocal,
this->localScale,
this->localRotation,
this->localPosition,
skew, perspective
);
}
void Transform::updateLocalTransformFromLocalValues() {
glm::mat4 translate = glm::translate(glm::mat4(1.0), this->localPosition);
glm::mat4 rotate = glm::mat4_cast(this->localRotation);
glm::mat4 scale = glm::scale(glm::mat4(1.0), this->localScale);
this->transformLocal = translate * rotate * scale;
this->updateWorldTransformFromLocalTransform();
}
void Transform::updateWorldTransformFromLocalTransform() {
glm::mat4 newWorld(1.0f);
auto parent = this->getParent();
if(parent != nullptr) newWorld = parent->getWorldTransform();
this->transformWorld = newWorld * transformLocal;
}
void Transform::updateLocalTransformFromWorldTransform() {
glm::mat4 parentMat(1.0f);
auto parent = this->getParent();
if(parent != nullptr) parentMat = parent->getWorldTransform();
this->transformLocal = parentMat / this->transformWorld;
this->updateLocalValuesFromLocalTransform();
}
void Transform::updateChildrenTransforms() {
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->updateWorldTransformFromLocalTransform();
++it;
}
}
void Transform::lookAt(glm::vec3 pos, glm::vec3 look) {
this->lookAt(pos, look, glm::vec3(0, 1, 0));
}
void Transform::lookAt(glm::vec3 pos, glm::vec3 look, glm::vec3 up) {
this->setWorldTransform(glm::lookAt(pos, look, up));
}
glm::vec3 Transform::getLocalPosition() {
return this->localPosition;
}
void Transform::setLocalPosition(glm::vec3 position) {
this->localPosition = position;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
}
glm::vec3 Transform::getLocalScale() {
return this->localScale;
}
void Transform::setLocalScale(glm::vec3 scale) {
this->localScale = scale;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
}
glm::quat Transform::getLocalRotation() {
return this->localRotation;
}
void Transform::setLocalRotation(glm::quat rotation) {
this->localRotation = rotation;
this->updateLocalTransformFromLocalValues();
this->updateChildrenTransforms();
}
glm::mat4 Transform::getLocalTransform() {
return this->transformLocal;
}
void Transform::setLocalTransform(glm::mat4 transform) {
this->transformLocal = transform;
this->updateLocalValuesFromLocalTransform();
this->updateChildrenTransforms();
}
glm::mat4 Transform::getWorldTransform() {
return this->transformWorld;
}
void Transform::setWorldTransform(glm::mat4 transform) {
this->transformWorld = transform;
this->updateLocalTransformFromWorldTransform();
this->updateChildrenTransforms();
}
void Transform::setParent(Transform *parent) {
assertTrue(parent != this);
auto currentParent = this->getParent();
if(currentParent == parent) return;
if(currentParent != nullptr) {
auto it = currentParent->children.begin();
while(it != currentParent->children.end()) {
if(*it == this) {
currentParent->children.erase(it);
break;
}
++it;
}
}
this->parent = parent;
if(parent != nullptr) parent->children.push_back(this);
this->updateLocalTransformFromWorldTransform();
this->updateChildrenTransforms();
}
Transform * Transform::getParent() {
return this->parent;
}
Transform::~Transform() {
this->setParent(nullptr);
auto it = this->children.begin();
while(it != this->children.end()) {
(*it)->setParent(nullptr);
++it;
}
}

View File

@ -1,145 +1,146 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "util/flag.hpp"
namespace Dawn {
class SceneItem;
class Transform : public std::enable_shared_from_this<Transform> {
private:
// Local (real) values
glm::vec3 localPosition;
glm::vec3 localScale;
glm::quat localRotation;
// Cached (non-real) values
glm::mat4 transformLocal;
glm::mat4 transformWorld;
// glm::vec3 position;
// glm::vec3 scale;
// glm::quat rotation;
// Heirarchy
Transform *parent = nullptr;
std::vector<Transform *> children;
// Hidden methods
void updateLocalValuesFromLocalTransform();
void updateLocalTransformFromLocalValues();
void updateWorldTransformFromLocalTransform();
void updateLocalTransformFromWorldTransform();
void updateChildrenTransforms();
public:
SceneItem &item;
/**
* Constructs a new transform instance. Currently I have bound transforms
* to their parent SceneItem, but in future I may allow them to become
* disconnected from each other, for example I really could use a special
* transform designed purely for UI elements, since they don't act like
* normal scene items, but for now Transforms and SceneItems are 1:1
*
* @param item Item that this transform belongs to.
*/
Transform(SceneItem &item);
/**
* Orients this transform to look at a given point in world space.
*
* @param position Position of the origin of this transform.
* @param look Position in world space this transform looks at.
*/
void lookAt(glm::vec3 position, glm::vec3 look);
void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
/**
* Returns the local position (position relative to "my parent").
* @return The 3D local position in parent-relative space.
*/
glm::vec3 getLocalPosition();
/**
* Update / Set the local position of this transform relative to my parent
* @param position Position to set for the local transform.
*/
void setLocalPosition(glm::vec3 position);
/**
* Retusn the scale of this item, relative to my parent.
* @return 3D Scale vector of this item in parent-relative space.
*/
glm::vec3 getLocalScale();
/**
* Set the local scale of this item.
* @param scale Scale of this item, relative to its parent.
*/
void setLocalScale(glm::vec3 scale);
/**
* Returns the local rotation for this transform.
* @return The local rotation (parent-relative).
*/
glm::quat getLocalRotation();
/**
* Set the local (parent-relative) rotation for this transform.
* @param rotation Rotation in parent relative space.
*/
void setLocalRotation(glm::quat rotation);
/**
* Returns the transform matrix for this transform, in parent-relative
* space.
* @return The transform origin in parent-relative space.
*/
glm::mat4 getLocalTransform();
/**
* Sets the local transform matrix for this transform.
* @param transform Local (parent-relative) transform to set.
*/
void setLocalTransform(glm::mat4 transform);
/**
* Returns the transformation matrix for this transform, in world-space.
* @return The transform origin in world-space.
*/
glm::mat4 getWorldTransform();
/**
* Updates the transform's world-space.
* @param transform Sets the transform position in world-space.
*/
void setWorldTransform(glm::mat4 transform);
/**
* Updates the transform that this transform is a child of. Will also
* handle disconnecting any existing parent.
*
* @param p Parent that this transform is now a child of.
*/
void setParent(Transform *p);
/**
* Returns the parent transform of this transform, or nullptr if there is
* no parent for this transform.
* @return Pointer to the parent transform, or nullptr.
*/
Transform * getParent();
/**
* Dispose and clenaup this transform, also removes self from parent.
*/
~Transform();
friend SceneItem;
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "assert/assert.hpp"
#include "util/flag.hpp"
namespace Dawn {
class SceneItem;
class Transform {
private:
// Local (real) values
glm::vec3 localPosition;
glm::vec3 localScale;
glm::quat localRotation;
// Cached (non-real) values
glm::mat4 transformLocal;
glm::mat4 transformWorld;
// glm::vec3 position;
// glm::vec3 scale;
// glm::quat rotation;
// Heirarchy
Transform *parent = nullptr;
std::vector<Transform *> children;
// Hidden methods
void updateLocalValuesFromLocalTransform();
void updateLocalTransformFromLocalValues();
void updateWorldTransformFromLocalTransform();
void updateLocalTransformFromWorldTransform();
void updateChildrenTransforms();
public:
SceneItem *item;
/**
* Constructs a new transform instance. Currently I have bound transforms
* to their parent SceneItem, but in future I may allow them to become
* disconnected from each other, for example I really could use a special
* transform designed purely for UI elements, since they don't act like
* normal scene items, but for now Transforms and SceneItems are 1:1
*
* @param item Item that this transform belongs to.
*/
Transform(SceneItem *item);
/**
* Orients this transform to look at a given point in world space.
*
* @param position Position of the origin of this transform.
* @param look Position in world space this transform looks at.
*/
void lookAt(glm::vec3 position, glm::vec3 look);
void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
/**
* Returns the local position (position relative to "my parent").
* @return The 3D local position in parent-relative space.
*/
glm::vec3 getLocalPosition();
/**
* Update / Set the local position of this transform relative to my parent
* @param position Position to set for the local transform.
*/
void setLocalPosition(glm::vec3 position);
/**
* Retusn the scale of this item, relative to my parent.
* @return 3D Scale vector of this item in parent-relative space.
*/
glm::vec3 getLocalScale();
/**
* Set the local scale of this item.
* @param scale Scale of this item, relative to its parent.
*/
void setLocalScale(glm::vec3 scale);
/**
* Returns the local rotation for this transform.
* @return The local rotation (parent-relative).
*/
glm::quat getLocalRotation();
/**
* Set the local (parent-relative) rotation for this transform.
* @param rotation Rotation in parent relative space.
*/
void setLocalRotation(glm::quat rotation);
/**
* Returns the transform matrix for this transform, in parent-relative
* space.
* @return The transform origin in parent-relative space.
*/
glm::mat4 getLocalTransform();
/**
* Sets the local transform matrix for this transform.
* @param transform Local (parent-relative) transform to set.
*/
void setLocalTransform(glm::mat4 transform);
/**
* Returns the transformation matrix for this transform, in world-space.
* @return The transform origin in world-space.
*/
glm::mat4 getWorldTransform();
/**
* Updates the transform's world-space.
* @param transform Sets the transform position in world-space.
*/
void setWorldTransform(glm::mat4 transform);
/**
* Updates the transform that this transform is a child of. Will also
* handle disconnecting any existing parent.
*
* @param p Parent that this transform is now a child of.
*/
void setParent(Transform *p);
/**
* Returns the parent transform of this transform, or nullptr if there is
* no parent for this transform.
* @return Pointer to the parent transform, or nullptr.
*/
Transform * getParent();
/**
* Dispose and clenaup this transform, also removes self from parent.
*/
~Transform();
friend SceneItem;
};
}

View File

@ -1,86 +1,89 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "RenderTarget.hpp"
#include "display/shader/Shader.hpp"
#include "display/shader/UIShader.hpp"
#include "util/flag.hpp"
#define RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST FLAG_DEFINE(0)
#define RENDER_MANAGER_RENDER_FLAG_BLEND FLAG_DEFINE(1)
typedef flag_t renderflag_t;
namespace Dawn {
class DawnGame;
class RenderPipeline;
class IRenderManager {
protected:
renderflag_t renderFlags = 0;
public:
DawnGame &game;
std::shared_ptr<RenderPipeline> renderPipeline;
/**
* Default constructor for a render manager instance.
*
* @param game Game that this render manager belongs to.
*/
IRenderManager(DawnGame &game) : game(game) {}
/**
* Returns the primary render target (the backbuffer) that draws directly
* to the screen.
*
* @return Shared pointer to the backbuffer render target.
*/
virtual RenderTarget & getBackBuffer() = 0;
/**
* Returns the current render pipeline intended to be used for rendering
* the currently active scene on the game instance.
*
* @return Reference to the currently active main scene render pipeline.
*/
virtual RenderPipeline & getRenderPipeline() = 0;
/**
* Returns the default shader, the default shader will be applied to the
* materials first.
*
* @return Reference to the default shader.
*/
virtual std::shared_ptr<Shader> getDefaultShader() = 0;
/**
* Returns the UI Shader used by the game's UI engine.
*
* @return Pointer to the UI Shader.
*/
virtual std::shared_ptr<UIShader> getUIShader() = 0;
/**
* Sets the render flags for the render manager to use.
*
* @param renderFlags Render flags to use.
*/
virtual void setRenderFlags(renderflag_t renderFlags) = 0;
/**
* Initialize / Start the Render Manager.
*
* @param game Game instance this render manager belongs to.
*/
virtual void init() = 0;
/**
* Perform a synchronous frame update on the render manager.
*/
virtual void update() = 0;
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "RenderTarget.hpp"
#include "display/shader/Shader.hpp"
#include "display/shader/UIShader.hpp"
#include "util/flag.hpp"
#define RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST FLAG_DEFINE(0)
#define RENDER_MANAGER_RENDER_FLAG_BLEND FLAG_DEFINE(1)
typedef flag_t renderflag_t;
namespace Dawn {
class DawnGame;
class RenderPipeline;
class IRenderManager {
protected:
renderflag_t renderFlags = 0;
public:
DawnGame *game;
RenderPipeline *renderPipeline;
/**
* Default constructor for a render manager instance.
*
* @param game Game that this render manager belongs to.
*/
IRenderManager(DawnGame *game) {
assertNotNull(game);
this->game = game;
}
/**
* Returns the primary render target (the backbuffer) that draws directly
* to the screen.
*
* @return Shared pointer to the backbuffer render target.
*/
virtual RenderTarget * getBackBuffer() = 0;
/**
* Returns the current render pipeline intended to be used for rendering
* the currently active scene on the game instance.
*
* @return Reference to the currently active main scene render pipeline.
*/
virtual RenderPipeline * getRenderPipeline() = 0;
/**
* Returns the default shader, the default shader will be applied to the
* materials first.
*
* @return Reference to the default shader.
*/
virtual Shader * getDefaultShader() = 0;
/**
* Returns the UI Shader used by the game's UI engine.
*
* @return Pointer to the UI Shader.
*/
virtual UIShader * getUIShader() = 0;
/**
* Sets the render flags for the render manager to use.
*
* @param renderFlags Render flags to use.
*/
virtual void setRenderFlags(renderflag_t renderFlags) = 0;
/**
* Initialize / Start the Render Manager.
*
* @param game Game instance this render manager belongs to.
*/
virtual void init() = 0;
/**
* Perform a synchronous frame update on the render manager.
*/
virtual void update() = 0;
};
}

View File

@ -1,19 +1,58 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/Color.hpp"
namespace Dawn {
class ITexture {
public:
virtual int32_t getWidth() = 0;
virtual int32_t getHeight() = 0;
virtual void setSize(int32_t width, int32_t height) = 0;
virtual void fill(struct Color) = 0;
virtual bool_t isReady() = 0;
virtual void buffer(struct Color pixels[]) = 0;
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/Color.hpp"
namespace Dawn {
class ITexture {
public:
/**
* Returns the width of the texture.
*
* @return Width of the texture.
*/
virtual int32_t getWidth() = 0;
/**
* Returns the height of the texture.
*
* @return Height of the texture.
*/
virtual int32_t getHeight() = 0;
/**
* Initializes a texture.
*
* @param width Width of the texture (in pixels).
* @param height Height of the texture (in pixels).
*/
virtual void setSize(int32_t width, int32_t height) = 0;
/**
* Fill a texture with a single color. This is stupidly costly.
*
* @param color Color to fill.
*/
virtual void fill(struct Color) = 0;
/**
* Returns true only when the texture has been loaded, sized and put on
* the gpu for rendering.
*
* @return True if ready, otherwise false.
*/
virtual bool_t isReady() = 0;
/**
* Buffer pixel data onto the GPU. Pixel buffering is rather costly so
* avoid doing this too often.
*
* @param pixels Array of pixels you're trying to buffer.
* @return The amount of bytes buffered to the texture.
*/
virtual void buffer(struct Color pixels[]) = 0;
};
}

View File

@ -1,34 +1,72 @@
/**
* Copyright (c) 2022 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/mesh/Mesh.hpp"
#include "util/mathutils.hpp"
#include "display/Texture.hpp"
#include "display/mesh/QuadMesh.hpp"
#include "FontMeasure.hpp"
#define FONT_NEWLINE '\n'
#define FONT_SPACE ' '
namespace Dawn {
class Font {
public:
virtual void buffer(
std::string text,
float_t fontSize,
float_t maxWidth,
Mesh &mesh,
struct FontMeasure *info
) = 0;
virtual Texture & getTexture() = 0;
virtual void draw(Mesh &mesh, int32_t startCharacter, int32_t length) = 0;
virtual float_t getLineHeight(float_t fontSize) = 0;
virtual float_t getDefaultFontSize() = 0;
};
/**
* Copyright (c) 2022 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/mesh/Mesh.hpp"
#include "util/mathutils.hpp"
#include "display/Texture.hpp"
#include "display/mesh/QuadMesh.hpp"
#include "FontMeasure.hpp"
#define FONT_NEWLINE '\n'
#define FONT_SPACE ' '
namespace Dawn {
class Font {
public:
/**
* Buffer the characters of a string onto a primitive and get the result of the
* buffer back as a resulting generic measurement information structure. Note
* that measure is REQUIRED, and must be DISPOSED after it has been calculated.
*
* @param text String to buffer.
* @param fontSize Font size to use for the buffer operation.
* @param maxWidth Maximum width (in pixels) to use to textwrap. -1 for no wrap.
* @param mesh Mesh to buffer the string on to.
* @param info Pointer to where you want to store resulting measurements.
*/
virtual void buffer(
std::string text,
float_t fontSize,
float_t maxWidth,
Mesh *mesh,
struct FontMeasure *info
) = 0;
/**
* Returns the texture that is used for a given font.
*
* @return Pointer to the texture used by this font.
*/
virtual Texture * getTexture() = 0;
/**
* Draw a previously buffered font primitive.
*
* @param mesh Mesh to draw.
* @param start Start character to draw.
* @param length Count of characters to draw, set to -1 to draw all.
*/
virtual void draw(Mesh *mesh, int32_t startCharacter, int32_t length) = 0;
/**
* Returns the line height of a given font and font size combination.
*
* @param fontSize Font size to get the line height for.
* @return The line height of this font at this font size.
*/
virtual float_t getLineHeight(float_t fontSize) = 0;
/**
* Retreive the default font size of a given font. Useful if you want to use
* the original font's font size for pixel-perfect rendering.
*
* @return The font size fo that font item.
*/
virtual float_t getDefaultFontSize() = 0;
};
}

View File

@ -1,43 +1,50 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "FontMeasure.hpp"
using namespace Dawn;
float_t FontMeasure::getWidth() {
return this->width;
}
float_t FontMeasure::getHeight() {
return this->height;
}
int32_t FontMeasure::getQuadCount() {
return this->realLength;
}
float_t FontMeasure::getHeightOfLineCount(int32_t lineCount) {
return this->lineHeight * lineCount;
}
size_t FontMeasure::getLineCount() {
return this->lines.size();
}
int32_t FontMeasure::getQuadsOnLine(int32_t line) {
return this->lines[line].length;
}
int32_t FontMeasure::getQuadIndexOnLine(int32_t line) {
return this->lines[line].start;
}
void FontMeasure::addLine(int32_t start, int32_t len) {
struct FontLineMeasure info;
info.start = start;
info.length = len;
this->lines.push_back(info);
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "FontMeasure.hpp"
using namespace Dawn;
float_t FontMeasure::getWidth() {
return this->width;
}
float_t FontMeasure::getHeight() {
return this->height;
}
int32_t FontMeasure::getQuadCount() {
return this->realLength;
}
float_t FontMeasure::getHeightOfLineCount(int32_t lineCount) {
assertTrue(lineCount > 0);
return this->lineHeight * lineCount;
}
size_t FontMeasure::getLineCount() {
return this->lines.size();
}
int32_t FontMeasure::getQuadsOnLine(int32_t line) {
assertTrue(line >= 0);
assertTrue(line < this->lines.size());
return this->lines[line].length;
}
int32_t FontMeasure::getQuadIndexOnLine(int32_t line) {
assertTrue(line >= 0);
assertTrue(line < this->lines.size());
return this->lines[line].start;
}
void FontMeasure::addLine(int32_t start, int32_t len) {
assertTrue(start >= 0);
assertTrue(len >= 0);
struct FontLineMeasure info;
info.start = start;
info.length = len;
this->lines.push_back(info);
}

View File

@ -1,50 +1,51 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
struct FontLineMeasure {
/** What (real character) index the line starts at */
int32_t start;
/** How many (real) characters the line is in length */
int32_t length;
};
struct FontMeasure {
public:
/** How many raw chars are in the string */
int32_t length;
/** How many real characters (non whitespace) are in the string */
int32_t realLength;
/** The real character info for each line */
std::vector<struct FontLineMeasure> lines;
/** Dimensions of the string */
float_t width, height;
/** Height of a single line */
float_t lineHeight;
/**
* Internal method that adds a line to the text buffer process.
*
* @param start Start character index for the next line.
* @param len Length of the next line.
*/
void addLine(int32_t start, int32_t length);
float_t getWidth();
float_t getHeight();
int32_t getQuadsOnLine(int32_t line);
int32_t getQuadIndexOnLine(int32_t line);
float_t getHeightOfLineCount(int32_t lineCount);
size_t getLineCount();
int32_t getQuadCount();
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "assert/assert.hpp"
namespace Dawn {
struct FontLineMeasure {
/** What (real character) index the line starts at */
int32_t start;
/** How many (real) characters the line is in length */
int32_t length;
};
struct FontMeasure {
public:
/** How many raw chars are in the string */
int32_t length;
/** How many real characters (non whitespace) are in the string */
int32_t realLength;
/** The real character info for each line */
std::vector<struct FontLineMeasure> lines;
/** Dimensions of the string */
float_t width, height;
/** Height of a single line */
float_t lineHeight;
/**
* Internal method that adds a line to the text buffer process.
*
* @param start Start character index for the next line.
* @param len Length of the next line.
*/
void addLine(int32_t start, int32_t length);
float_t getWidth();
float_t getHeight();
int32_t getQuadsOnLine(int32_t line);
int32_t getQuadIndexOnLine(int32_t line);
float_t getHeightOfLineCount(int32_t lineCount);
size_t getLineCount();
int32_t getQuadCount();
};
}

View File

@ -13,6 +13,12 @@
using namespace Dawn;
void TrueTypeFont::bakeQuad(truetypequad_t *quad,float_t *x,float_t *y,char c){
assertNotNull(quad);
assertNotNull(x);
assertNotNull(y);
assertTrue(c >= TRUETYPE_FIRST_CHAR);
assertTrue(c < (TRUETYPE_FIRST_CHAR+TRUETYPE_NUM_CHARS));
stbtt_GetBakedQuad(
this->characterData,
this->texture.getWidth(), this->texture.getHeight(),
@ -40,11 +46,15 @@ void TrueTypeFont::buffer(
std::string text,
float_t fontSize,
float_t maxWidth,
Mesh &mesh,
Mesh *mesh,
struct FontMeasure *info
) {
auto stringLength = text.length();
assertNotNull(mesh);
assertNotNull(info);
assertTrue(fontSize > 0);
assertTrue(maxWidth == -1 || maxWidth > 0);
auto stringLength = text.length();
if(stringLength == 0) {
info->length = 0;
info->realLength = 0;
@ -53,15 +63,18 @@ void TrueTypeFont::buffer(
info->width = 0;
info->height = 0.0f;
info->lineHeight = 0.0f;
mesh.createBuffers(0, 0);
mesh->createBuffers(0, 0);
return;
}
auto quads = new truetypequad_t[stringLength];
assertNotNull(quads);
// Get the font scale
auto scale = this->getScale(fontSize);
assertTrue(scale > 0);
// Adjust the max width to match the scale, and allow "no max width".
maxWidth = maxWidth == -1 ? 9999999 : maxWidth * (1 / scale);
@ -143,7 +156,7 @@ void TrueTypeFont::buffer(
}
// Initialize primitive
mesh.createBuffers(
mesh->createBuffers(
QUAD_VERTICE_COUNT * info->realLength,
QUAD_INDICE_COUNT * info->realLength
);
@ -163,7 +176,7 @@ void TrueTypeFont::buffer(
info->height = mathMax<float_t>(info->height, quad->y1);
// Buffer the quad.
QuadMesh::bufferQuadMesh(&mesh,
QuadMesh::bufferQuadMesh(mesh,
glm::vec2(quad->x0, quad->y0), glm::vec2(quad->s0, quad->t0),
glm::vec2(quad->x1, quad->y1), glm::vec2(quad->s1, quad->t1),
j * QUAD_VERTICE_COUNT, j * QUAD_INDICE_COUNT
@ -173,12 +186,14 @@ void TrueTypeFont::buffer(
delete quads;
}
Texture & TrueTypeFont::getTexture() {
return this->texture;
Texture * TrueTypeFont::getTexture() {
return &this->texture;
}
void TrueTypeFont::draw(Mesh &mesh, int32_t startchar, int32_t length) {
mesh.draw(
void TrueTypeFont::draw(Mesh *mesh, int32_t startchar, int32_t length) {
assertNotNull(mesh);
mesh->draw(
MESH_DRAW_MODE_TRIANGLES,
startchar * QUAD_INDICE_COUNT,
length == -1 ? length : length * QUAD_INDICE_COUNT
@ -186,10 +201,10 @@ void TrueTypeFont::draw(Mesh &mesh, int32_t startchar, int32_t length) {
}
float_t TrueTypeFont::getLineHeight(float_t fontSize) {
assertTrue(fontSize > 0);
return 13.0f;
}
float_t TrueTypeFont::getDefaultFontSize() {
return (float_t)this->fontSize;
}
}

View File

@ -71,12 +71,11 @@ namespace Dawn {
std::string text,
float_t fontSize,
float_t maxWidth,
Mesh &mesh,
Mesh *mesh,
struct FontMeasure *info
) override;
Texture & getTexture() override;
void draw(Mesh &mesh, int32_t startCharacter, int32_t length) override;
Texture * getTexture() override;
void draw(Mesh *mesh, int32_t startCharacter, int32_t length) override;
float_t getLineHeight(float_t fontSize) override;
float_t getDefaultFontSize() override;
};

View File

@ -1,64 +1,66 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "CubeMesh.hpp"
using namespace Dawn;
void CubeMesh::buffer(
Mesh &mesh,
glm::vec3 pos, glm::vec3 size,
int32_t verticeStart, int32_t indiceStart
) {
mesh.bufferPositions(verticeStart, std::array<glm::vec3, CUBE_VERTICE_COUNT>{{
pos,
glm::vec3(pos.x+size.x, pos.y, pos.z),
glm::vec3(pos.x, pos.y+size.y, pos.z),
glm::vec3(pos.x+size.x, pos.y+size.y, pos.z),
glm::vec3(pos.x, pos.y, pos.z+size.z),
glm::vec3(pos.x+size.x, pos.y, pos.z+size.z),
glm::vec3(pos.x, pos.y+size.y, pos.z+size.z),
pos + size
}});
mesh.bufferCoordinates(verticeStart,std::array<glm::vec2,CUBE_VERTICE_COUNT>{{
glm::vec2(0, 0),
glm::vec2(1, 0),
glm::vec2(0, 1),
glm::vec2(1, 1),
glm::vec2(0, 0),
glm::vec2(1, 0),
glm::vec2(0, 1),
glm::vec2(1, 1)
}});
mesh.bufferIndices(indiceStart, std::array<meshindice_t, CUBE_INDICE_COUNT>{{
// Back
verticeStart, verticeStart + 1, verticeStart + 3,
verticeStart, verticeStart + 2, verticeStart + 3,
// Right
verticeStart + 1, verticeStart + 5, verticeStart + 7,
verticeStart + 1, verticeStart + 3, verticeStart + 7,
// Left
verticeStart + 4, verticeStart, verticeStart + 2,
verticeStart + 4, verticeStart + 6, verticeStart + 2,
// Front
verticeStart + 5, verticeStart + 4, verticeStart + 6,
verticeStart + 5, verticeStart + 7, verticeStart + 6,
// Top
verticeStart + 7, verticeStart + 2, verticeStart + 6,
verticeStart + 7, verticeStart + 3, verticeStart + 2,
// Bottom
verticeStart + 1, verticeStart, verticeStart + 4,
verticeStart + 1, verticeStart + 4, verticeStart + 5
}});
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "CubeMesh.hpp"
using namespace Dawn;
void CubeMesh::buffer(
Mesh *mesh,
glm::vec3 pos, glm::vec3 size,
int32_t verticeStart, int32_t indiceStart
) {
assertNotNull(mesh);
mesh->bufferPositions(verticeStart, std::array<glm::vec3, CUBE_VERTICE_COUNT>{{
pos,
glm::vec3(pos.x+size.x, pos.y, pos.z),
glm::vec3(pos.x, pos.y+size.y, pos.z),
glm::vec3(pos.x+size.x, pos.y+size.y, pos.z),
glm::vec3(pos.x, pos.y, pos.z+size.z),
glm::vec3(pos.x+size.x, pos.y, pos.z+size.z),
glm::vec3(pos.x, pos.y+size.y, pos.z+size.z),
pos + size
}});
mesh->bufferCoordinates(verticeStart,std::array<glm::vec2,CUBE_VERTICE_COUNT>{{
glm::vec2(0, 0),
glm::vec2(1, 0),
glm::vec2(0, 1),
glm::vec2(1, 1),
glm::vec2(0, 0),
glm::vec2(1, 0),
glm::vec2(0, 1),
glm::vec2(1, 1)
}});
mesh->bufferIndices(indiceStart, std::array<meshindice_t, CUBE_INDICE_COUNT>{{
// Back
verticeStart, verticeStart + 1, verticeStart + 3,
verticeStart, verticeStart + 2, verticeStart + 3,
// Right
verticeStart + 1, verticeStart + 5, verticeStart + 7,
verticeStart + 1, verticeStart + 3, verticeStart + 7,
// Left
verticeStart + 4, verticeStart, verticeStart + 2,
verticeStart + 4, verticeStart + 6, verticeStart + 2,
// Front
verticeStart + 5, verticeStart + 4, verticeStart + 6,
verticeStart + 5, verticeStart + 7, verticeStart + 6,
// Top
verticeStart + 7, verticeStart + 2, verticeStart + 6,
verticeStart + 7, verticeStart + 3, verticeStart + 2,
// Bottom
verticeStart + 1, verticeStart, verticeStart + 4,
verticeStart + 1, verticeStart + 4, verticeStart + 5
}});
}

View File

@ -1,21 +1,21 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/mesh/Mesh.hpp"
#define CUBE_VERTICE_COUNT 8
#define CUBE_INDICE_COUNT 36
namespace Dawn {
class CubeMesh {
public:
static void buffer(
Mesh &mesh,
glm::vec3 pos, glm::vec3 size,
int32_t verticeStart, int32_t indiceStart
);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/mesh/Mesh.hpp"
#define CUBE_VERTICE_COUNT 8
#define CUBE_INDICE_COUNT 36
namespace Dawn {
class CubeMesh {
public:
static void buffer(
Mesh *mesh,
glm::vec3 pos, glm::vec3 size,
int32_t verticeStart, int32_t indiceStart
);
};
}

View File

@ -1,49 +1,51 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "QuadMesh.hpp"
using namespace Dawn;
void QuadMesh::bufferQuadMeshWithZ(
Mesh *mesh,
glm::vec2 xy0, glm::vec2 uv0,
glm::vec2 xy1, glm::vec2 uv1,
float_t z, int32_t verticeStart, int32_t indiceStart
) {
mesh->bufferPositions(
verticeStart, std::array<glm::vec3, QUAD_VERTICE_COUNT>{{
glm::vec3(xy0, z),
glm::vec3(xy1.x, xy0.y, z),
glm::vec3(xy0.x, xy1.y, z),
glm::vec3(xy1, z)
}}
);
mesh->bufferCoordinates(
verticeStart, std::array<glm::vec2, QUAD_VERTICE_COUNT>{{
uv0, glm::vec2(uv1.x, uv0.y),
glm::vec2(uv0.x, uv1.y), uv1
}}
);
mesh->bufferIndices(
indiceStart, std::array<meshindice_t, QUAD_INDICE_COUNT>{{
verticeStart, verticeStart + 1, verticeStart + 2,
verticeStart + 1, verticeStart + 2, verticeStart + 3
}}
);
}
void QuadMesh::bufferQuadMesh(
Mesh *mesh,
glm::vec2 xy0, glm::vec2 uv0,
glm::vec2 xy1, glm::vec2 uv1,
int32_t verticeStart, int32_t indiceStart
) {
QuadMesh::bufferQuadMeshWithZ(
mesh, xy0, uv0, xy1, uv1, 0, verticeStart, indiceStart
);
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "QuadMesh.hpp"
using namespace Dawn;
void QuadMesh::bufferQuadMeshWithZ(
Mesh *mesh,
glm::vec2 xy0, glm::vec2 uv0,
glm::vec2 xy1, glm::vec2 uv1,
float_t z, int32_t verticeStart, int32_t indiceStart
) {
assertNotNull(mesh);
mesh->bufferPositions(
verticeStart, std::array<glm::vec3, QUAD_VERTICE_COUNT>{{
glm::vec3(xy0, z),
glm::vec3(xy1.x, xy0.y, z),
glm::vec3(xy0.x, xy1.y, z),
glm::vec3(xy1, z)
}}
);
mesh->bufferCoordinates(
verticeStart, std::array<glm::vec2, QUAD_VERTICE_COUNT>{{
uv0, glm::vec2(uv1.x, uv0.y),
glm::vec2(uv0.x, uv1.y), uv1
}}
);
mesh->bufferIndices(
indiceStart, std::array<meshindice_t, QUAD_INDICE_COUNT>{{
verticeStart, verticeStart + 1, verticeStart + 2,
verticeStart + 1, verticeStart + 2, verticeStart + 3
}}
);
}
void QuadMesh::bufferQuadMesh(
Mesh *mesh,
glm::vec2 xy0, glm::vec2 uv0,
glm::vec2 xy1, glm::vec2 uv1,
int32_t verticeStart, int32_t indiceStart
) {
QuadMesh::bufferQuadMeshWithZ(
mesh, xy0, uv0, xy1, uv1, 0, verticeStart, indiceStart
);
}

View File

@ -1,25 +1,27 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "display/mesh/TriangleMesh.hpp"
using namespace Dawn;
void TriangleMesh::createTriangleMesh(Mesh &mesh) {
mesh.createBuffers(3, 3);
mesh.bufferPositions(0, std::array<glm::vec3, 3>{{
glm::vec3(-0.5f, -0.5f, 0),
glm::vec3(0.5f, -0.5f, 0),
glm::vec3(0, 0.5f, 0)
}});
mesh.bufferCoordinates(0, std::array<glm::vec2, 3>{{
glm::vec2(0, 0),
glm::vec2(0, 1),
glm::vec2(1, 0)
}});
mesh.bufferIndices(0, std::array<meshindice_t,3>{{
0, 1, 2
}});
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "display/mesh/TriangleMesh.hpp"
using namespace Dawn;
void TriangleMesh::createTriangleMesh(Mesh *mesh) {
assertNotNull(mesh);
mesh->createBuffers(3, 3);
mesh->bufferPositions(0, std::array<glm::vec3, 3>{{
glm::vec3(-0.5f, -0.5f, 0),
glm::vec3(0.5f, -0.5f, 0),
glm::vec3(0, 0.5f, 0)
}});
mesh->bufferCoordinates(0, std::array<glm::vec2, 3>{{
glm::vec2(0, 0),
glm::vec2(0, 1),
glm::vec2(1, 0)
}});
mesh->bufferIndices(0, std::array<meshindice_t,3>{{
0, 1, 2
}});
}

View File

@ -1,19 +1,19 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/mesh/Mesh.hpp"
namespace Dawn {
class TriangleMesh {
public:
/**
* Initializes a mesh to hold a single triangle.
*
* @param mesh Mesh to initialize as a triangle.
*/
static void createTriangleMesh(Mesh &mesh);
};
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/mesh/Mesh.hpp"
namespace Dawn {
class TriangleMesh {
public:
/**
* Initializes a mesh to hold a single triangle.
*
* @param mesh Mesh to initialize as a triangle.
*/
static void createTriangleMesh(Mesh *mesh);
};
}

View File

@ -33,7 +33,7 @@ namespace Dawn {
*
* @param material Material to set the default parameters on to.
*/
virtual void setDefaultParameters(Material &material) = 0;
virtual void setDefaultParameters(Material *material) = 0;
/**
* Requested by the render pipeline (typically) to set global level (once