cleaned things up a bit, looks good to start implementing the rpg mechs
This commit is contained in:
assets
src
dawn
dawnopengl/display/shader
dawnrpg
BIN
assets/rosa.png
Normal file
BIN
assets/rosa.png
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After ![]() (image error) Size: 1.4 KiB |
@ -8,8 +8,8 @@
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using namespace Dawn;
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AssetLoader::AssetLoader(const std::string &name) : name(name) {
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assertTrue(name.size() > 0, "Asset::Asset: Name cannot be empty");
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AssetLoader::AssetLoader(const std::string name) : name(name) {
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assertTrue(name.size() > 0, "Name cannot be empty");
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}
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AssetLoader::~AssetLoader() {
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@ -17,7 +17,7 @@ namespace Dawn {
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*
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* @param name Name of the asset.
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*/
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AssetLoader(const std::string &name);
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AssetLoader(const std::string name);
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/**
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* Virtual function that will be called by the asset manager on a
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@ -17,6 +17,7 @@ void AssetManager::update() {
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auto loader = *itPending;
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loader->updateSync();
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loader->updateAsync();
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loader->updateSync();
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if(loader->loaded) {
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finishedAssetLoaders.push_back(loader);
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itPending = pendingAssetLoaders.erase(itPending);
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@ -22,13 +22,14 @@ namespace Dawn {
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template<class T>
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std::shared_ptr<T> getExisting(const std::string &filename) {
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auto existing = std::find_if(
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pendingAssetLoaders.begin(), pendingAssetLoaders.end(),
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pendingAssetLoaders.begin(),
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pendingAssetLoaders.end(),
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[&](auto &loader) {
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return loader->name == filename;
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}
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);
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if(existing == finishedAssetLoaders.end()) {
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if(existing == pendingAssetLoaders.end()) {
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existing = std::find_if(
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finishedAssetLoaders.begin(), finishedAssetLoaders.end(),
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[&](auto &loader) {
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@ -7,7 +7,7 @@
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using namespace Dawn;
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JSONLoader::JSONLoader(const std::string &name) :
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JSONLoader::JSONLoader(const std::string name) :
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AssetLoader(name),
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loader(name),
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state(JSONLoaderState::INITIAL)
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@ -25,7 +25,7 @@ namespace Dawn {
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public:
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json data;
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JSONLoader(const std::string &name);
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JSONLoader(const std::string name);
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void updateSync() override;
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void updateAsync() override;
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~JSONLoader();
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@ -8,13 +8,12 @@
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using namespace Dawn;
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TextureLoader::TextureLoader(const std::string &name) :
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TextureLoader::TextureLoader(const std::string name) :
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AssetLoader(name),
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loader(name + ".texture"),
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loader(name),
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state(TextureLoaderLoadState::INITIAL)
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{
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sharedTexture = std::make_shared<Texture>();
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weakTexture = sharedTexture;
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texture = std::make_shared<Texture>();
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}
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void TextureLoader::updateAsync() {
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@ -114,34 +113,35 @@ void TextureLoader::updateSync() {
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if(this->state != TextureLoaderLoadState::ASYNC_DONE) return;
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this->state = TextureLoaderLoadState::SYNC_LOADING;
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assertNotNull(this->sharedTexture, "Texture is null!");
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assertNotNull(this->texture, "Texture is null!");
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assertNotNull(this->data, "Texture data is null!");
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// Setup Texture
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this->sharedTexture->setSize(
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this->texture->setSize(
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this->width,
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this->height,
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this->format,
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TextureDataFormat::UNSIGNED_BYTE
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);
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this->sharedTexture->buffer(this->data);
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this->texture->buffer(this->data);
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// Free data buffer
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delete[] this->data;
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this->data = nullptr;
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// Leat go of the held pointer
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this->sharedTexture = nullptr;
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// Hand off and call done
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this->state = TextureLoaderLoadState::SYNC_DONE;
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this->loaded = true;
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}
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std::shared_ptr<Texture> TextureLoader::getTexture() {
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return this->texture;
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}
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TextureLoader::~TextureLoader() {
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if(this->data != nullptr) {
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delete[] this->data;
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this->data = nullptr;
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}
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this->sharedTexture = nullptr;
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this->texture = nullptr;
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}
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@ -30,22 +30,27 @@ namespace Dawn {
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enum TextureWrapMode wrapY;
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enum TextureFilterMode filterMin;
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enum TextureFilterMode filterMag;
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std::shared_ptr<Texture> texture;
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public:
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std::shared_ptr<Texture> sharedTexture;
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std::weak_ptr<Texture> weakTexture;
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/**
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* Constructs a texture asset loader. You should instead use the parent
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* asset managers' abstracted load method
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*
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* @param name File name asset to load, omitting the extension.
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*/
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TextureLoader(const std::string &name);
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TextureLoader(const std::string name);
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void updateSync() override;
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void updateAsync() override;
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/**
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* Get the texture asset.
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*
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* @return Texture asset.
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*/
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std::shared_ptr<Texture> getTexture();
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/**
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* Dispose / Cleanup the texture asset. Will also dispose the underlying
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* texture itself.
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@ -8,9 +8,9 @@
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using namespace Dawn;
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TrueTypeLoader::TrueTypeLoader(const std::string &name) :
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TrueTypeLoader::TrueTypeLoader(const std::string name) :
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AssetLoader(name),
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loader(name + ".ttf")
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loader(name)
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{
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// Init the font.
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auto ret = FT_Init_FreeType(&fontLibrary);
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@ -33,7 +33,7 @@ namespace Dawn {
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*
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* @param name File name asset to load, omitting the extension.
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*/
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TrueTypeLoader(const std::string &name);
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TrueTypeLoader(const std::string name);
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void updateSync() override;
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void updateAsync() override;
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@ -49,6 +49,13 @@ void SceneComponent::dispose() {
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this->item.reset();
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}
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bool_t SceneComponent::isInitialized() {
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return Flag::isOn<uint_fast8_t>(
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sceneComponentState,
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SCENE_COMPONENT_STATE_INIT
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);
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}
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std::shared_ptr<SceneItem> SceneComponent::getItem() {
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return this->item.lock();
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}
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@ -47,6 +47,13 @@ namespace Dawn {
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*/
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void dispose();
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/**
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* Returns whether this scene component is initialized.
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*
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* @return Whether this scene component is initialized.
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*/
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bool_t isInitialized();
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/**
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* Returns the scene item that this scene component belongs to.
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*
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@ -25,8 +25,28 @@ std::shared_ptr<Scene> SceneItem::getScene() {
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void SceneItem::init() {
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auto sharedThis = shared_from_this();
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for(auto &component : components) {
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component->init(sharedThis);
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// Loop until all components initialized...
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while(true) {
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// Create copy of the components, components may chose to add more components
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// but those sub components will not be initialized at this time.
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auto components = this->components;
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for(auto &component : components) {
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if(component->isInitialized()) continue;
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component->init(sharedThis);
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}
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// If they are all initalized we are fine.
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components = this->components;
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bool_t allInitialized = std::all_of(
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components.begin(),
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components.end(),
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[](auto &component) {
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return component->isInitialized();
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}
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);
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if(allInitialized) break;
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}
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}
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@ -45,7 +45,7 @@ void SimpleTexturedShader::getStages(
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"uniform sampler2D u_Texture;\n"
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"void main() {\n"
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"if(u_HasTexture) {\n"
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"o_Color = texture(u_Texture, o_TextCoord) * u_Color;\n"
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"o_Color = texture(u_Texture, o_TextCoord);\n"
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"} else {\n"
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"o_Color = u_Color;"
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"}\n"
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@ -15,4 +15,4 @@ add_subdirectory(game)
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add_subdirectory(scene)
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# Assets
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# include("${DAWN_ASSETS_SOURCE_DIR}/games/helloworld/CMakeLists.txt")
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tool_texture(rosa FILE=rosa.png)
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#include "RPGEntity.hpp"
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#include "scene/Scene.hpp"
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#include "display/mesh/QuadMesh.hpp"
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#include "asset/loader/TextureLoader.hpp"
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using namespace Dawn;
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void RPGEntity::onInit() {
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const glm::vec2 size = { RPG_ENTITY_SIZE, RPG_ENTITY_SIZE };
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const glm::vec2 position = -size;
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const auto sprites = getGame()->assetManager->get<TextureLoader>("rosa.texture");
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mesh = std::make_shared<Mesh>();
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mesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
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QuadMesh::buffer(
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mesh,
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glm::vec4(position.x, position.y, size.x, size.y),
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glm::vec4(0, 1.0f, 1, 0.75f),
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0, 0, 0
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);
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meshRenderer = getItem()->addComponent<MeshRenderer>();
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meshRenderer->mesh = mesh;
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material = getItem()->addComponent<SimpleTexturedMaterial>();
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material->setColor(COLOR_WHITE);
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material->setTexture(sprites->getTexture());
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}
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void RPGEntity::onDispose() {
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meshRenderer = nullptr;
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mesh = nullptr;
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material = nullptr;
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}
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "component/display/Camera.hpp"
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#include "component/display/material/SimpleTexturedMaterial.hpp"
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#define RPG_ENTITY_SIZE 16.0f
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#define RPG_ENTITY_SIZE 32.0f
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namespace Dawn {
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class RPGEntity final : public SceneComponent {
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private:
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protected:
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std::shared_ptr<MeshRenderer> meshRenderer;
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std::shared_ptr<Mesh> mesh;
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std::shared_ptr<SimpleTexturedMaterial> material;
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public:
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void onInit() override;
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void onDispose() override;
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};
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@ -33,9 +33,9 @@ void RPGPlayer::onInit() {
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if(this->camera != nullptr) {
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this->camera->lookAtPixelPerfect(
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getItem()->getLocalPosition() + glm::vec3(0, -32.0f, 0),
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getItem()->getLocalPosition() + glm::vec3(0, -(RPG_ENTITY_SIZE*2), 0),
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getItem()->getLocalPosition(),
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2.0f
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1.0f
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);
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}
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}));
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@ -6,7 +6,7 @@
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#pragma once
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#include "component/display/Camera.hpp"
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#define PLAYER_SPEED 5.0f
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#define PLAYER_SPEED 128.0f
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namespace Dawn {
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class RPGPlayer final : public SceneComponent {
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@ -8,8 +8,8 @@
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#include "component/display/Camera.hpp"
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#include "prefab/SimpleSpinningCube.hpp"
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#include "component/display/material/SimpleTexturedMaterial.hpp"
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#include "display/mesh/QuadMesh.hpp"
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#include "component/ui/UICanvas.hpp"
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#include "asset/loader/TextureLoader.hpp"
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#include "component/RPGEntity.hpp"
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#include "component/RPGPlayer.hpp"
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@ -17,6 +17,8 @@
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using namespace Dawn;
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void Dawn::helloWorldScene(Scene &s) {
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auto textureRosa = s.getGame()->assetManager->get<TextureLoader>("rosa.texture");
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while(!s.getGame()->assetManager->isEverythingLoaded()) {
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s.getGame()->assetManager->update();
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}
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@ -25,29 +27,20 @@ void Dawn::helloWorldScene(Scene &s) {
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auto camera = cameraItem->addComponent<Camera>();
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camera->clipFar = 99999.99f;
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auto player = s.createSceneItem();
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// Player:
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{
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auto ent = s.createSceneItem();
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auto eEnt = ent->addComponent<RPGEntity>();
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auto ePlyr = ent->addComponent<RPGPlayer>();
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ePlyr->camera = camera;
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}
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glm::vec2 size = { RPG_ENTITY_SIZE, RPG_ENTITY_SIZE };
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glm::vec2 position = -size;
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auto quadMesh = std::make_shared<Mesh>();
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quadMesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
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QuadMesh::buffer(
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quadMesh,
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glm::vec4(position.x, position.y, size.x, size.y),
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glm::vec4(0, 0, 1, 1),
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0, 0, 0
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);
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auto quadRenderer = player->addComponent<MeshRenderer>();
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quadRenderer->mesh = quadMesh;
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auto quadMaterial = player->addComponent<SimpleTexturedMaterial>();
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quadMaterial->setColor(COLOR_WHITE);
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auto ent = player->addComponent<RPGEntity>();
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auto ePlyr = player->addComponent<RPGPlayer>();
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ePlyr->camera = camera;
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// Test Entity
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{
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auto ent = s.createSceneItem();
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ent->setLocalPosition(glm::vec3(-128, -32, 0));
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auto eEnt = ent->addComponent<RPGEntity>();
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}
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auto uiCanvasItem = s.createSceneItem();
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auto uiCanvas = uiCanvasItem->addComponent<UICanvas>();
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Block a user