cleaned things up a bit, looks good to start implementing the rpg mechs
This commit is contained in:
BIN
assets/rosa.png
Normal file
BIN
assets/rosa.png
Normal file
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After Width: | Height: | Size: 1.4 KiB |
@ -8,8 +8,8 @@
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|
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using namespace Dawn;
|
using namespace Dawn;
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|
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AssetLoader::AssetLoader(const std::string &name) : name(name) {
|
AssetLoader::AssetLoader(const std::string name) : name(name) {
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assertTrue(name.size() > 0, "Asset::Asset: Name cannot be empty");
|
assertTrue(name.size() > 0, "Name cannot be empty");
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}
|
}
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||||||
|
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AssetLoader::~AssetLoader() {
|
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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* @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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||||||
/**
|
/**
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||||||
* Virtual function that will be called by the asset manager on a
|
* 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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auto loader = *itPending;
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loader->updateSync();
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loader->updateSync();
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loader->updateAsync();
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loader->updateAsync();
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|
loader->updateSync();
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if(loader->loaded) {
|
if(loader->loaded) {
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finishedAssetLoaders.push_back(loader);
|
finishedAssetLoaders.push_back(loader);
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itPending = pendingAssetLoaders.erase(itPending);
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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>
|
template<class T>
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std::shared_ptr<T> getExisting(const std::string &filename) {
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std::shared_ptr<T> getExisting(const std::string &filename) {
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auto existing = std::find_if(
|
auto existing = std::find_if(
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pendingAssetLoaders.begin(), pendingAssetLoaders.end(),
|
pendingAssetLoaders.begin(),
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|
pendingAssetLoaders.end(),
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[&](auto &loader) {
|
[&](auto &loader) {
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||||||
return loader->name == filename;
|
return loader->name == filename;
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}
|
}
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);
|
);
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|
|
||||||
if(existing == finishedAssetLoaders.end()) {
|
if(existing == pendingAssetLoaders.end()) {
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existing = std::find_if(
|
existing = std::find_if(
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finishedAssetLoaders.begin(), finishedAssetLoaders.end(),
|
finishedAssetLoaders.begin(), finishedAssetLoaders.end(),
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[&](auto &loader) {
|
[&](auto &loader) {
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|
@ -7,7 +7,7 @@
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|
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using namespace Dawn;
|
using namespace Dawn;
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|
|
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JSONLoader::JSONLoader(const std::string &name) :
|
JSONLoader::JSONLoader(const std::string name) :
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AssetLoader(name),
|
AssetLoader(name),
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loader(name),
|
loader(name),
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state(JSONLoaderState::INITIAL)
|
state(JSONLoaderState::INITIAL)
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||||||
|
@ -25,7 +25,7 @@ namespace Dawn {
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public:
|
public:
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json data;
|
json data;
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||||||
|
|
||||||
JSONLoader(const std::string &name);
|
JSONLoader(const std::string name);
|
||||||
void updateSync() override;
|
void updateSync() override;
|
||||||
void updateAsync() override;
|
void updateAsync() override;
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||||||
~JSONLoader();
|
~JSONLoader();
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||||||
|
@ -8,13 +8,12 @@
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|||||||
|
|
||||||
using namespace Dawn;
|
using namespace Dawn;
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|
|
||||||
TextureLoader::TextureLoader(const std::string &name) :
|
TextureLoader::TextureLoader(const std::string name) :
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AssetLoader(name),
|
AssetLoader(name),
|
||||||
loader(name + ".texture"),
|
loader(name),
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||||||
state(TextureLoaderLoadState::INITIAL)
|
state(TextureLoaderLoadState::INITIAL)
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||||||
{
|
{
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||||||
sharedTexture = std::make_shared<Texture>();
|
texture = std::make_shared<Texture>();
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||||||
weakTexture = sharedTexture;
|
|
||||||
}
|
}
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||||||
|
|
||||||
void TextureLoader::updateAsync() {
|
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;
|
if(this->state != TextureLoaderLoadState::ASYNC_DONE) return;
|
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this->state = TextureLoaderLoadState::SYNC_LOADING;
|
this->state = TextureLoaderLoadState::SYNC_LOADING;
|
||||||
|
|
||||||
assertNotNull(this->sharedTexture, "Texture is null!");
|
assertNotNull(this->texture, "Texture is null!");
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||||||
assertNotNull(this->data, "Texture data is null!");
|
assertNotNull(this->data, "Texture data is null!");
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||||||
|
|
||||||
// Setup Texture
|
// Setup Texture
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this->sharedTexture->setSize(
|
this->texture->setSize(
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this->width,
|
this->width,
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this->height,
|
this->height,
|
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this->format,
|
this->format,
|
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TextureDataFormat::UNSIGNED_BYTE
|
TextureDataFormat::UNSIGNED_BYTE
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||||||
);
|
);
|
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this->sharedTexture->buffer(this->data);
|
this->texture->buffer(this->data);
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|
|
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// Free data buffer
|
// Free data buffer
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delete[] this->data;
|
delete[] this->data;
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this->data = nullptr;
|
this->data = nullptr;
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|
|
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// Leat go of the held pointer
|
|
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this->sharedTexture = nullptr;
|
|
||||||
|
|
||||||
// Hand off and call done
|
// Hand off and call done
|
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this->state = TextureLoaderLoadState::SYNC_DONE;
|
this->state = TextureLoaderLoadState::SYNC_DONE;
|
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this->loaded = true;
|
this->loaded = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::shared_ptr<Texture> TextureLoader::getTexture() {
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|
return this->texture;
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||||||
|
}
|
||||||
|
|
||||||
TextureLoader::~TextureLoader() {
|
TextureLoader::~TextureLoader() {
|
||||||
if(this->data != nullptr) {
|
if(this->data != nullptr) {
|
||||||
delete[] this->data;
|
delete[] this->data;
|
||||||
this->data = nullptr;
|
this->data = nullptr;
|
||||||
}
|
}
|
||||||
this->sharedTexture = nullptr;
|
this->texture = nullptr;
|
||||||
}
|
}
|
@ -30,22 +30,27 @@ namespace Dawn {
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|||||||
enum TextureWrapMode wrapY;
|
enum TextureWrapMode wrapY;
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||||||
enum TextureFilterMode filterMin;
|
enum TextureFilterMode filterMin;
|
||||||
enum TextureFilterMode filterMag;
|
enum TextureFilterMode filterMag;
|
||||||
|
std::shared_ptr<Texture> texture;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
std::shared_ptr<Texture> sharedTexture;
|
|
||||||
std::weak_ptr<Texture> weakTexture;
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Constructs a texture asset loader. You should instead use the parent
|
* Constructs a texture asset loader. You should instead use the parent
|
||||||
* asset managers' abstracted load method
|
* asset managers' abstracted load method
|
||||||
*
|
*
|
||||||
* @param name File name asset to load, omitting the extension.
|
* @param name File name asset to load, omitting the extension.
|
||||||
*/
|
*/
|
||||||
TextureLoader(const std::string &name);
|
TextureLoader(const std::string name);
|
||||||
|
|
||||||
void updateSync() override;
|
void updateSync() override;
|
||||||
void updateAsync() override;
|
void updateAsync() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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
|
* Dispose / Cleanup the texture asset. Will also dispose the underlying
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||||||
* texture itself.
|
* texture itself.
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||||||
|
@ -8,9 +8,9 @@
|
|||||||
|
|
||||||
using namespace Dawn;
|
using namespace Dawn;
|
||||||
|
|
||||||
TrueTypeLoader::TrueTypeLoader(const std::string &name) :
|
TrueTypeLoader::TrueTypeLoader(const std::string name) :
|
||||||
AssetLoader(name),
|
AssetLoader(name),
|
||||||
loader(name + ".ttf")
|
loader(name)
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||||||
{
|
{
|
||||||
// Init the font.
|
// Init the font.
|
||||||
auto ret = FT_Init_FreeType(&fontLibrary);
|
auto ret = FT_Init_FreeType(&fontLibrary);
|
||||||
|
@ -33,7 +33,7 @@ namespace Dawn {
|
|||||||
*
|
*
|
||||||
* @param name File name asset to load, omitting the extension.
|
* @param name File name asset to load, omitting the extension.
|
||||||
*/
|
*/
|
||||||
TrueTypeLoader(const std::string &name);
|
TrueTypeLoader(const std::string name);
|
||||||
|
|
||||||
void updateSync() override;
|
void updateSync() override;
|
||||||
void updateAsync() override;
|
void updateAsync() override;
|
||||||
|
@ -49,6 +49,13 @@ void SceneComponent::dispose() {
|
|||||||
this->item.reset();
|
this->item.reset();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool_t SceneComponent::isInitialized() {
|
||||||
|
return Flag::isOn<uint_fast8_t>(
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||||||
|
sceneComponentState,
|
||||||
|
SCENE_COMPONENT_STATE_INIT
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
std::shared_ptr<SceneItem> SceneComponent::getItem() {
|
std::shared_ptr<SceneItem> SceneComponent::getItem() {
|
||||||
return this->item.lock();
|
return this->item.lock();
|
||||||
}
|
}
|
||||||
|
@ -47,6 +47,13 @@ namespace Dawn {
|
|||||||
*/
|
*/
|
||||||
void dispose();
|
void dispose();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns whether this scene component is initialized.
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||||||
|
*
|
||||||
|
* @return Whether this scene component is initialized.
|
||||||
|
*/
|
||||||
|
bool_t isInitialized();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns the scene item that this scene component belongs to.
|
* Returns the scene item that this scene component belongs to.
|
||||||
*
|
*
|
||||||
|
@ -25,8 +25,28 @@ std::shared_ptr<Scene> SceneItem::getScene() {
|
|||||||
|
|
||||||
void SceneItem::init() {
|
void SceneItem::init() {
|
||||||
auto sharedThis = shared_from_this();
|
auto sharedThis = shared_from_this();
|
||||||
for(auto &component : components) {
|
|
||||||
component->init(sharedThis);
|
// Loop until all components initialized...
|
||||||
|
while(true) {
|
||||||
|
// Create copy of the components, components may chose to add more components
|
||||||
|
// but those sub components will not be initialized at this time.
|
||||||
|
auto components = this->components;
|
||||||
|
for(auto &component : components) {
|
||||||
|
if(component->isInitialized()) continue;
|
||||||
|
component->init(sharedThis);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If they are all initalized we are fine.
|
||||||
|
components = this->components;
|
||||||
|
bool_t allInitialized = std::all_of(
|
||||||
|
components.begin(),
|
||||||
|
components.end(),
|
||||||
|
[](auto &component) {
|
||||||
|
return component->isInitialized();
|
||||||
|
}
|
||||||
|
);
|
||||||
|
|
||||||
|
if(allInitialized) break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -45,7 +45,7 @@ void SimpleTexturedShader::getStages(
|
|||||||
"uniform sampler2D u_Texture;\n"
|
"uniform sampler2D u_Texture;\n"
|
||||||
"void main() {\n"
|
"void main() {\n"
|
||||||
"if(u_HasTexture) {\n"
|
"if(u_HasTexture) {\n"
|
||||||
"o_Color = texture(u_Texture, o_TextCoord) * u_Color;\n"
|
"o_Color = texture(u_Texture, o_TextCoord);\n"
|
||||||
"} else {\n"
|
"} else {\n"
|
||||||
"o_Color = u_Color;"
|
"o_Color = u_Color;"
|
||||||
"}\n"
|
"}\n"
|
||||||
|
@ -15,4 +15,4 @@ add_subdirectory(game)
|
|||||||
add_subdirectory(scene)
|
add_subdirectory(scene)
|
||||||
|
|
||||||
# Assets
|
# Assets
|
||||||
# include("${DAWN_ASSETS_SOURCE_DIR}/games/helloworld/CMakeLists.txt")
|
tool_texture(rosa FILE=rosa.png)
|
@ -5,11 +5,35 @@
|
|||||||
|
|
||||||
#include "RPGEntity.hpp"
|
#include "RPGEntity.hpp"
|
||||||
#include "scene/Scene.hpp"
|
#include "scene/Scene.hpp"
|
||||||
|
#include "display/mesh/QuadMesh.hpp"
|
||||||
|
#include "asset/loader/TextureLoader.hpp"
|
||||||
|
|
||||||
using namespace Dawn;
|
using namespace Dawn;
|
||||||
|
|
||||||
void RPGEntity::onInit() {
|
void RPGEntity::onInit() {
|
||||||
|
const glm::vec2 size = { RPG_ENTITY_SIZE, RPG_ENTITY_SIZE };
|
||||||
|
const glm::vec2 position = -size;
|
||||||
|
const auto sprites = getGame()->assetManager->get<TextureLoader>("rosa.texture");
|
||||||
|
|
||||||
|
mesh = std::make_shared<Mesh>();
|
||||||
|
mesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
|
||||||
|
QuadMesh::buffer(
|
||||||
|
mesh,
|
||||||
|
glm::vec4(position.x, position.y, size.x, size.y),
|
||||||
|
glm::vec4(0, 1.0f, 1, 0.75f),
|
||||||
|
0, 0, 0
|
||||||
|
);
|
||||||
|
|
||||||
|
meshRenderer = getItem()->addComponent<MeshRenderer>();
|
||||||
|
meshRenderer->mesh = mesh;
|
||||||
|
|
||||||
|
material = getItem()->addComponent<SimpleTexturedMaterial>();
|
||||||
|
material->setColor(COLOR_WHITE);
|
||||||
|
material->setTexture(sprites->getTexture());
|
||||||
}
|
}
|
||||||
|
|
||||||
void RPGEntity::onDispose() {
|
void RPGEntity::onDispose() {
|
||||||
|
meshRenderer = nullptr;
|
||||||
|
mesh = nullptr;
|
||||||
|
material = nullptr;
|
||||||
}
|
}
|
@ -4,15 +4,21 @@
|
|||||||
// https://opensource.org/licenses/MIT
|
// https://opensource.org/licenses/MIT
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
#include "component/display/Camera.hpp"
|
#include "component/display/material/SimpleTexturedMaterial.hpp"
|
||||||
|
|
||||||
#define RPG_ENTITY_SIZE 16.0f
|
#define RPG_ENTITY_SIZE 32.0f
|
||||||
|
|
||||||
namespace Dawn {
|
namespace Dawn {
|
||||||
class RPGEntity final : public SceneComponent {
|
class RPGEntity final : public SceneComponent {
|
||||||
private:
|
private:
|
||||||
|
|
||||||
|
protected:
|
||||||
|
std::shared_ptr<MeshRenderer> meshRenderer;
|
||||||
|
std::shared_ptr<Mesh> mesh;
|
||||||
|
std::shared_ptr<SimpleTexturedMaterial> material;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
void onInit() override;
|
void onInit() override;
|
||||||
void onDispose() override;
|
void onDispose() override;
|
||||||
};
|
};
|
||||||
|
@ -33,9 +33,9 @@ void RPGPlayer::onInit() {
|
|||||||
|
|
||||||
if(this->camera != nullptr) {
|
if(this->camera != nullptr) {
|
||||||
this->camera->lookAtPixelPerfect(
|
this->camera->lookAtPixelPerfect(
|
||||||
getItem()->getLocalPosition() + glm::vec3(0, -32.0f, 0),
|
getItem()->getLocalPosition() + glm::vec3(0, -(RPG_ENTITY_SIZE*2), 0),
|
||||||
getItem()->getLocalPosition(),
|
getItem()->getLocalPosition(),
|
||||||
2.0f
|
1.0f
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
}));
|
}));
|
||||||
|
@ -6,7 +6,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "component/display/Camera.hpp"
|
#include "component/display/Camera.hpp"
|
||||||
|
|
||||||
#define PLAYER_SPEED 5.0f
|
#define PLAYER_SPEED 128.0f
|
||||||
|
|
||||||
namespace Dawn {
|
namespace Dawn {
|
||||||
class RPGPlayer final : public SceneComponent {
|
class RPGPlayer final : public SceneComponent {
|
||||||
|
@ -8,8 +8,8 @@
|
|||||||
#include "component/display/Camera.hpp"
|
#include "component/display/Camera.hpp"
|
||||||
#include "prefab/SimpleSpinningCube.hpp"
|
#include "prefab/SimpleSpinningCube.hpp"
|
||||||
#include "component/display/material/SimpleTexturedMaterial.hpp"
|
#include "component/display/material/SimpleTexturedMaterial.hpp"
|
||||||
#include "display/mesh/QuadMesh.hpp"
|
|
||||||
#include "component/ui/UICanvas.hpp"
|
#include "component/ui/UICanvas.hpp"
|
||||||
|
#include "asset/loader/TextureLoader.hpp"
|
||||||
|
|
||||||
#include "component/RPGEntity.hpp"
|
#include "component/RPGEntity.hpp"
|
||||||
#include "component/RPGPlayer.hpp"
|
#include "component/RPGPlayer.hpp"
|
||||||
@ -17,6 +17,8 @@
|
|||||||
using namespace Dawn;
|
using namespace Dawn;
|
||||||
|
|
||||||
void Dawn::helloWorldScene(Scene &s) {
|
void Dawn::helloWorldScene(Scene &s) {
|
||||||
|
auto textureRosa = s.getGame()->assetManager->get<TextureLoader>("rosa.texture");
|
||||||
|
|
||||||
while(!s.getGame()->assetManager->isEverythingLoaded()) {
|
while(!s.getGame()->assetManager->isEverythingLoaded()) {
|
||||||
s.getGame()->assetManager->update();
|
s.getGame()->assetManager->update();
|
||||||
}
|
}
|
||||||
@ -25,29 +27,20 @@ void Dawn::helloWorldScene(Scene &s) {
|
|||||||
auto camera = cameraItem->addComponent<Camera>();
|
auto camera = cameraItem->addComponent<Camera>();
|
||||||
camera->clipFar = 99999.99f;
|
camera->clipFar = 99999.99f;
|
||||||
|
|
||||||
auto player = s.createSceneItem();
|
// Player:
|
||||||
|
{
|
||||||
|
auto ent = s.createSceneItem();
|
||||||
|
auto eEnt = ent->addComponent<RPGEntity>();
|
||||||
|
auto ePlyr = ent->addComponent<RPGPlayer>();
|
||||||
|
ePlyr->camera = camera;
|
||||||
|
}
|
||||||
|
|
||||||
glm::vec2 size = { RPG_ENTITY_SIZE, RPG_ENTITY_SIZE };
|
// Test Entity
|
||||||
glm::vec2 position = -size;
|
{
|
||||||
auto quadMesh = std::make_shared<Mesh>();
|
auto ent = s.createSceneItem();
|
||||||
quadMesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
|
ent->setLocalPosition(glm::vec3(-128, -32, 0));
|
||||||
QuadMesh::buffer(
|
auto eEnt = ent->addComponent<RPGEntity>();
|
||||||
quadMesh,
|
}
|
||||||
glm::vec4(position.x, position.y, size.x, size.y),
|
|
||||||
glm::vec4(0, 0, 1, 1),
|
|
||||||
0, 0, 0
|
|
||||||
);
|
|
||||||
|
|
||||||
auto quadRenderer = player->addComponent<MeshRenderer>();
|
|
||||||
quadRenderer->mesh = quadMesh;
|
|
||||||
|
|
||||||
auto quadMaterial = player->addComponent<SimpleTexturedMaterial>();
|
|
||||||
quadMaterial->setColor(COLOR_WHITE);
|
|
||||||
|
|
||||||
auto ent = player->addComponent<RPGEntity>();
|
|
||||||
|
|
||||||
auto ePlyr = player->addComponent<RPGPlayer>();
|
|
||||||
ePlyr->camera = camera;
|
|
||||||
|
|
||||||
auto uiCanvasItem = s.createSceneItem();
|
auto uiCanvasItem = s.createSceneItem();
|
||||||
auto uiCanvas = uiCanvasItem->addComponent<UICanvas>();
|
auto uiCanvas = uiCanvasItem->addComponent<UICanvas>();
|
||||||
|
Reference in New Issue
Block a user