Started upgrading things to new state
This commit is contained in:
@ -138,7 +138,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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switch(canvas->drawType) {
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case UI_DRAW_TYPE_WORLD_ABSOLUTE:
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projection = camera->projection;
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projection = camera->getProjection();
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view = camera->transform->getWorldTransform();
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model = canvas->transform->getWorldTransform();
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break;
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@ -9,57 +9,54 @@
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using namespace Dawn;
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Camera::Camera(SceneItem *item) :
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SceneItemComponent(item)
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SceneItemComponent(item),
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renderTarget(nullptr),
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fov(0.785398f),// 45 degrees,
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type(CAMERA_TYPE_PERSPECTIVE),
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orthoLeft(0.0f),
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orthoRight(1.0f),
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orthoBottom(0.0f),
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orthoTop(1.0f),
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clipNear(0.001f),
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clipFar(50.0f)
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{
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this->getRenderTarget()->eventRenderTargetResized.addListener(
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this, &Camera::onRenderTargetResize
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);
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}
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void Camera::updateProjection() {
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switch(this->type) {
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case CAMERA_TYPE_ORTHONOGRAPHIC:
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this->projection = glm::ortho(
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this->orthoLeft,
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this->orthoRight,
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this->orthoBottom,
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this->orthoTop,
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this->clipNear,
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this->clipFar
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);
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break;
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glm::mat4 Camera::getProjection() {
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if(this->projectionNeedsUpdating) {
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switch(this->type) {
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case CAMERA_TYPE_ORTHONOGRAPHIC:
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this->projection = glm::ortho(
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(float_t)this->orthoLeft,
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(float_t)this->orthoRight,
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(float_t)this->orthoBottom,
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(float_t)this->orthoTop,
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(float_t)this->clipNear,
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(float_t)this->clipFar
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);
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break;
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case CAMERA_TYPE_PERSPECTIVE:
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this->projection = glm::perspective(
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this->fov,
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this->getAspect(),
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this->clipNear,
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this->clipFar
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);
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break;
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case CAMERA_TYPE_PERSPECTIVE:
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this->projection = glm::perspective(
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(float_t)this->fov,
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this->getAspect(),
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(float_t)this->clipNear,
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(float_t)this->clipFar
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);
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break;
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}
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this->projectionNeedsUpdating = false;
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}
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return this->projection;
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}
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RenderTarget * Camera::getRenderTarget() {
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if(this->target == nullptr) {
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auto v = this->renderTarget;
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if(this->renderTarget == nullptr) {
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return this->getGame()->renderManager.getBackBuffer();
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}
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return this->target;
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}
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void Camera::setRenderTarget(RenderTarget *renderTarget) {
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if(renderTarget == this->target) return;
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this->getRenderTarget()->eventRenderTargetResized.removeListener(
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this, &Camera::onRenderTargetResize
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);
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this->target = renderTarget;
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this->getRenderTarget()->eventRenderTargetResized.addListener(
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this, &Camera::onRenderTargetResize
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);
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this->updateProjection();
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this->eventRenderTargetResized.invoke(
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renderTarget->getWidth(), renderTarget->getHeight()
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);
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return (RenderTarget*)this->renderTarget;
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}
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float_t Camera::getAspect() {
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@ -80,12 +77,46 @@ glm::vec3 Camera::getRayDirectionFromScreenSpace(glm::vec2 screenSpace) {
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}
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void Camera::onStart() {
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this->updateProjection();
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// Render Target
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useEffect(renderTarget, [&]{
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if(renderTarget.previous != nullptr) {
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renderTarget.previous->eventRenderTargetResized.removeListener(
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this, &Camera::onRenderTargetResize
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);
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}
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this->projectionNeedsUpdating = true;
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auto rt = this->getRenderTarget();
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rt->eventRenderTargetResized.addListener(
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this, &Camera::onRenderTargetResize
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);
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this->eventRenderTargetResized.invoke(
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rt->getWidth(), rt->getHeight()
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);
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this->event2RenderTargetResized.invoke(rt->getWidth(), rt->getHeight());
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});
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// All regular properties.
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auto cbUpdateProj = [&]{
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this->projectionNeedsUpdating = true;
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};
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useEffect(fov, cbUpdateProj);
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useEffect(type, cbUpdateProj);
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useEffect(orthoLeft, cbUpdateProj);
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useEffect(orthoRight, cbUpdateProj);
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useEffect(orthoBottom, cbUpdateProj);
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useEffect(orthoTop, cbUpdateProj);
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useEffect(clipNear, cbUpdateProj);
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useEffect(clipFar, cbUpdateProj);
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getRenderTarget()->eventRenderTargetResized.addListener(this, &Camera::onRenderTargetResize);
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}
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void Camera::onRenderTargetResize(RenderTarget *target, float_t w, float_t h) {
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this->updateProjection();
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this->projectionNeedsUpdating = true;
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this->eventRenderTargetResized.invoke(w, h);
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this->event2RenderTargetResized.invoke(w, h);
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}
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void Camera::onDispose() {
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@ -17,34 +17,32 @@ namespace Dawn {
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class Camera : public SceneItemComponent {
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protected:
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RenderTarget *target = nullptr;
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bool_t projectionNeedsUpdating = true;
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glm::mat4 projection;
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void onRenderTargetResize(RenderTarget *target, float_t w, float_t h);
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public:
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Event<float_t, float_t> eventRenderTargetResized;
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static Camera * create(Scene *scene) {
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auto item = scene->createSceneItem();
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auto cam = item->addComponent<Camera>();
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return cam;
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}
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glm::mat4 projection;
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StateProperty<RenderTarget*> renderTarget;
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StateProperty<float_t> fov;
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StateProperty<enum CameraType> type;
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// Perspective
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enum CameraType type = CAMERA_TYPE_PERSPECTIVE;
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float_t fov = 0.785398f;// 45 degrees
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StateProperty<float_t> orthoLeft;
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StateProperty<float_t> orthoRight;
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StateProperty<float_t> orthoBottom;
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StateProperty<float_t> orthoTop;
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// Ortho
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float_t orthoLeft = 0.0f;
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float_t orthoRight = 1.0f;
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float_t orthoBottom = 0.0f;
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float_t orthoTop = 1.0f;
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StateProperty<float_t> clipNear;
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StateProperty<float_t> clipFar;
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// Shared
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float_t clipNear = 0.001f;
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float_t clipFar = 50.0f;
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Event<float_t, float_t> eventRenderTargetResized;
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StateEvent<float_t, float_t> event2RenderTargetResized;
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/**
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* Create a new Camera Component.
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@ -54,9 +52,11 @@ namespace Dawn {
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Camera(SceneItem *item);
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/**
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* Updates the projection matrix.
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* Returns the current projection matrix.
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*
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* @return Projection matrix for this camera.
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*/
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void updateProjection();
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glm::mat4 getProjection();
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/**
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* Returns the intended render target for this camera to render to, will
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@ -66,13 +66,6 @@ namespace Dawn {
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*/
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RenderTarget * getRenderTarget();
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/**
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* Updates the render target for the camera to use.
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*
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* @param renderTarget Render target for this camera to draw to.
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*/
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void setRenderTarget(RenderTarget *renderTarget);
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/**
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* Returs the aspect ratio of the camera.
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*
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@ -1,68 +1,65 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "PixelPerfectCamera.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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PixelPerfectCamera::PixelPerfectCamera(SceneItem *i) : SceneItemComponent(i) {
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}
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std::vector<SceneItemComponent*> PixelPerfectCamera::getDependencies() {
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return std::vector<SceneItemComponent*>{
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(this->camera = this->item->getComponent<Camera>())
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};
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}
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void PixelPerfectCamera::onRenderTargetResized(float_t w, float_t h) {
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this->updateDimensions();
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}
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void PixelPerfectCamera::updateDimensions() {
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float_t w, h;
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assertNotNull(this->camera);
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auto target = this->camera->getRenderTarget();
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switch(this->camera->type) {
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case CAMERA_TYPE_ORTHONOGRAPHIC:
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w = target->getWidth() / 2.0f / this->scale;
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h = target->getHeight() / 2.0f / this->scale;
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camera->orthoLeft = -w;
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camera->orthoRight = w;
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camera->orthoTop = h;
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camera->orthoBottom = -h;
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camera->updateProjection();
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break;
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case CAMERA_TYPE_PERSPECTIVE:
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this->transform->lookAtPixelPerfect(
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, 0),
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target->getHeight() / this->scale,
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this->camera->fov
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);
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// this->transform->lookAt(glm::vec3(360, 360, 360), glm::vec3(0, 0, 0));
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break;
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default:
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assertUnreachable();
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}
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}
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void PixelPerfectCamera::onStart() {
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assertNotNull(this->camera);
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this->updateDimensions();
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camera->eventRenderTargetResized.addListener(
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this, &PixelPerfectCamera::onRenderTargetResized
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);
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}
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void PixelPerfectCamera::onDispose() {
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camera->eventRenderTargetResized.removeListener(
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this, &PixelPerfectCamera::onRenderTargetResized
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);
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "PixelPerfectCamera.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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PixelPerfectCamera::PixelPerfectCamera(SceneItem *i) :
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SceneItemComponent(i),
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scale(1.0f)
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{
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}
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std::vector<SceneItemComponent*> PixelPerfectCamera::getDependencies() {
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return std::vector<SceneItemComponent*>{
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(this->camera = this->item->getComponent<Camera>())
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};
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}
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void PixelPerfectCamera::updateDimensions() {
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float_t w, h;
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assertNotNull(this->camera);
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auto target = this->camera->getRenderTarget();
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switch(this->camera->type) {
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case CAMERA_TYPE_ORTHONOGRAPHIC:
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w = target->getWidth() / 2.0f / (float_t)this->scale;
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h = target->getHeight() / 2.0f / (float_t)this->scale;
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camera->orthoLeft = -w;
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camera->orthoRight = w;
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camera->orthoTop = h;
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camera->orthoBottom = -h;
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break;
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case CAMERA_TYPE_PERSPECTIVE:
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this->transform->lookAtPixelPerfect(
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, 0),
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target->getHeight() / this->scale,
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this->camera->fov
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);
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// this->transform->lookAt(glm::vec3(360, 360, 360), glm::vec3(0, 0, 0));
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break;
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default:
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assertUnreachable();
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}
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}
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void PixelPerfectCamera::onStart() {
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assertNotNull(this->camera);
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this->updateDimensions();
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useEvent(this->camera->event2RenderTargetResized, [&](float_t w, float_t h){
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this->updateDimensions();
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});
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useEffect(scale, [&]{
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this->updateDimensions();
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});
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}
|
@ -1,35 +1,32 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "Camera.hpp"
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namespace Dawn {
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class PixelPerfectCamera : public SceneItemComponent {
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protected:
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Camera *camera = nullptr;
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/** Event for when the render target is resized. */
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void onRenderTargetResized(float_t w, float_t h);
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/**
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* Updates the underlying camera's projection information.
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*/
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void updateDimensions();
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public:
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float_t scale = 1.0f;
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/**
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* Create a new PixelPerfectCamera Component.
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*
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* @param item Item that this component belongs to.
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*/
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PixelPerfectCamera(SceneItem *item);
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std::vector<SceneItemComponent*> getDependencies() override;
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void onStart() override;
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void onDispose() override;
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};
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "Camera.hpp"
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namespace Dawn {
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class PixelPerfectCamera : public SceneItemComponent {
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protected:
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Camera *camera = nullptr;
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|
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/**
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* Updates the underlying camera's projection information.
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*/
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void updateDimensions();
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public:
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StateProperty<float_t> scale;
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/**
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* Create a new PixelPerfectCamera Component.
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*
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* @param item Item that this component belongs to.
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*/
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PixelPerfectCamera(SceneItem *item);
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std::vector<SceneItemComponent*> getDependencies() override;
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void onStart() override;
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};
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}
|
@ -8,7 +8,8 @@
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using namespace Dawn;
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SimpleRenderTargetQuad::SimpleRenderTargetQuad(SceneItem *i) :
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SceneItemComponent(i)
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SceneItemComponent(i),
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renderTarget(nullptr)
|
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{
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}
|
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@ -16,36 +17,19 @@ void SimpleRenderTargetQuad::onRenderTargetResized(
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RenderTarget *target, float_t w, float_t h
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) {
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assertTrue(target == this->renderTarget);
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// Update mesh
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QuadMesh::bufferQuadMesh(
|
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&this->meshHost->mesh,
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glm::vec2(0, 0), glm::vec2(0, 0),
|
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glm::vec2(w, h), glm::vec2(1, 1),
|
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glm::vec2(
|
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((RenderTarget*)this->renderTarget)->getWidth(),
|
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((RenderTarget*)this->renderTarget)->getHeight()
|
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),
|
||||
glm::vec2(1, 1),
|
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0, 0
|
||||
);
|
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}
|
||||
|
||||
|
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void SimpleRenderTargetQuad::setRenderTarget(RenderTarget *rt) {
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assertTrue(rt != this->renderTarget);
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|
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// Remove old event listener
|
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if(this->renderTarget != nullptr) {
|
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this->renderTarget->eventRenderTargetResized.removeListener(
|
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this, &SimpleRenderTargetQuad::onRenderTargetResized
|
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);
|
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}
|
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|
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this->renderTarget = rt;
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|
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// Add new event listener.
|
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if(rt != nullptr) {
|
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rt->eventRenderTargetResized.addListener(
|
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this, &SimpleRenderTargetQuad::onRenderTargetResized
|
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);
|
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}
|
||||
}
|
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|
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std::vector<SceneItemComponent*> SimpleRenderTargetQuad::getDependencies() {
|
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return std::vector<SceneItemComponent*>{
|
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(this->meshHost = this->item->getComponent<MeshHost>())
|
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@ -57,15 +41,43 @@ void SimpleRenderTargetQuad::onStart() {
|
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|
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// Create quad mesh
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this->meshHost->mesh.createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
|
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|
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useEffect(this->renderTarget, [&]{
|
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if(this->renderTarget.previous != nullptr) {
|
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this->renderTarget.previous->eventRenderTargetResized.addListener(
|
||||
this, &SimpleRenderTargetQuad::onRenderTargetResized
|
||||
);
|
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}
|
||||
|
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if(this->renderTarget == nullptr) return;
|
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|
||||
// Update mesh
|
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QuadMesh::bufferQuadMesh(
|
||||
&this->meshHost->mesh,
|
||||
glm::vec2(0, 0), glm::vec2(0, 0),
|
||||
glm::vec2(
|
||||
((RenderTarget*)this->renderTarget)->getWidth(),
|
||||
((RenderTarget*)this->renderTarget)->getHeight()
|
||||
),
|
||||
glm::vec2(1, 1),
|
||||
0, 0
|
||||
);
|
||||
|
||||
((RenderTarget*)this->renderTarget)->eventRenderTargetResized.addListener(
|
||||
this, &SimpleRenderTargetQuad::onRenderTargetResized
|
||||
);
|
||||
});
|
||||
|
||||
// Perform first resize.
|
||||
if(this->renderTarget != nullptr) {
|
||||
QuadMesh::bufferQuadMesh(
|
||||
&this->meshHost->mesh,
|
||||
glm::vec2(0, 0),
|
||||
glm::vec2(0, 0),
|
||||
glm::vec2(this->renderTarget->getWidth(), this->renderTarget->getHeight()),
|
||||
glm::vec2(1,1),
|
||||
glm::vec2(0, 0), glm::vec2(0, 0),
|
||||
glm::vec2(
|
||||
((RenderTarget*)this->renderTarget)->getWidth(),
|
||||
((RenderTarget*)this->renderTarget)->getHeight()
|
||||
),
|
||||
glm::vec2(1, 1),
|
||||
0, 0
|
||||
);
|
||||
}
|
||||
@ -73,7 +85,7 @@ void SimpleRenderTargetQuad::onStart() {
|
||||
|
||||
void SimpleRenderTargetQuad::onDispose() {
|
||||
if(this->renderTarget != nullptr) {
|
||||
this->renderTarget->eventRenderTargetResized.removeListener(
|
||||
((RenderTarget*)this->renderTarget)->eventRenderTargetResized.removeListener(
|
||||
this, &SimpleRenderTargetQuad::onRenderTargetResized
|
||||
);
|
||||
}
|
||||
|
@ -1,41 +1,34 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/components/display/MeshHost.hpp"
|
||||
#include "display/RenderTarget.hpp"
|
||||
#include "display/mesh/QuadMesh.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleRenderTargetQuad : public SceneItemComponent {
|
||||
protected:
|
||||
MeshHost *meshHost = nullptr;
|
||||
RenderTarget *renderTarget = nullptr;
|
||||
|
||||
void onRenderTargetResized(RenderTarget *target, float_t w, float_t h);
|
||||
|
||||
public:
|
||||
/**
|
||||
* Creates a SimpleRenderTargetQuad scene item component. This component
|
||||
* will update the attached MeshHost any time the render target provided
|
||||
* is updated / resized.
|
||||
*
|
||||
* @param item Item that this component is attached to.
|
||||
*/
|
||||
SimpleRenderTargetQuad(SceneItem *item);
|
||||
|
||||
/**
|
||||
* Sets the render target to use for this quad. Can be set to nullptr when
|
||||
* you no longer wish to listen for resize events.
|
||||
*
|
||||
* @param rt Render target to attach to.
|
||||
*/
|
||||
void setRenderTarget(RenderTarget *rt);
|
||||
|
||||
std::vector<SceneItemComponent*> getDependencies() override;
|
||||
void onStart() override;
|
||||
void onDispose() override;
|
||||
};
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/components/display/MeshHost.hpp"
|
||||
#include "display/RenderTarget.hpp"
|
||||
#include "display/mesh/QuadMesh.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleRenderTargetQuad : public SceneItemComponent {
|
||||
protected:
|
||||
MeshHost *meshHost = nullptr;
|
||||
|
||||
void onRenderTargetResized(RenderTarget *target, float_t w, float_t h);
|
||||
|
||||
public:
|
||||
StateProperty<RenderTarget*> renderTarget;
|
||||
|
||||
/**
|
||||
* Creates a SimpleRenderTargetQuad scene item component. This component
|
||||
* will update the attached MeshHost any time the render target provided
|
||||
* is updated / resized.
|
||||
*
|
||||
* @param item Item that this component is attached to.
|
||||
*/
|
||||
SimpleRenderTargetQuad(SceneItem *item);
|
||||
|
||||
std::vector<SceneItemComponent*> getDependencies() override;
|
||||
void onStart() override;
|
||||
void onDispose() override;
|
||||
};
|
||||
}
|
@ -1,88 +1,88 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/SceneItemComponent.hpp"
|
||||
#include "scene/components/display/MeshRenderer.hpp"
|
||||
#include "scene/components/display/MeshHost.hpp"
|
||||
#include "display/mesh/QuadMesh.hpp"
|
||||
#include "display/Tileset.hpp"
|
||||
|
||||
#define TILED_SPRITE_FLIP_Y FLAG_DEFINE(0)
|
||||
#define TILED_SPRITE_FLIP_X FLAG_DEFINE(1)
|
||||
|
||||
namespace Dawn {
|
||||
class TiledSprite : public SceneItemComponent {
|
||||
protected:
|
||||
MeshHost *host = nullptr;
|
||||
Tileset *tileset = nullptr;
|
||||
flag_t flipState = TILED_SPRITE_FLIP_Y;
|
||||
int32_t tileIndex = -1;
|
||||
glm::vec2 xy0 = glm::vec2(0, 0);
|
||||
glm::vec2 xy1 = glm::vec2(1, 1);
|
||||
|
||||
glm::vec2 getUV0();
|
||||
glm::vec2 getUV1();
|
||||
|
||||
public:
|
||||
TiledSprite(SceneItem *item);
|
||||
|
||||
std::vector<SceneItemComponent*> getDependencies() override;
|
||||
void onStart() override;
|
||||
|
||||
/**
|
||||
* Sets which tileset to use for this sprite.
|
||||
*
|
||||
* @param tileset Tileset to use.
|
||||
*/
|
||||
void setTileset(Tileset *tileset);
|
||||
|
||||
/**
|
||||
* Sets the tileset for the sprite, and autosizes the sprite based on
|
||||
* this tileset.
|
||||
*
|
||||
* @param gridTileset Tileset to use.
|
||||
* @param center The center offset of the sprite.
|
||||
*/
|
||||
void setTilesetAndSize(TilesetGrid *gridTileset, glm::vec2 center);
|
||||
|
||||
/**
|
||||
* Sets the tileset for the sprite, and autosizes the sprite based on
|
||||
* this tileset. This will put the sprite centered on its origin.
|
||||
*
|
||||
* @param gridTileset Tileset to use.
|
||||
*/
|
||||
void setTilesetAndSize(TilesetGrid *gridTileset);
|
||||
|
||||
/**
|
||||
* Updates the selected tile.
|
||||
*
|
||||
* @param tile Tile to use.
|
||||
*/
|
||||
void setTile(int32_t tile);
|
||||
|
||||
/**
|
||||
* Adjust how the sprite is flippxed.
|
||||
*
|
||||
* @param flippedState Flipped axis flags.
|
||||
*/
|
||||
void setFlippedState(flag_t flippedState);
|
||||
|
||||
/**
|
||||
* Sets the dimensions of this tiled sprite.
|
||||
*
|
||||
* @param size Size of the sprite.
|
||||
* @param center Negative center offset.
|
||||
*/
|
||||
void setSize(glm::vec2 size, glm::vec2 center);
|
||||
|
||||
/**
|
||||
* Sets the size of this sprite. This will center the sprite on its origin
|
||||
*
|
||||
* @param size Size of the sprite.
|
||||
*/
|
||||
void setSize(glm::vec2 size);
|
||||
};
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/SceneItemComponent.hpp"
|
||||
#include "scene/components/display/MeshRenderer.hpp"
|
||||
#include "scene/components/display/MeshHost.hpp"
|
||||
#include "display/mesh/QuadMesh.hpp"
|
||||
#include "display/Tileset.hpp"
|
||||
|
||||
#define TILED_SPRITE_FLIP_Y FLAG_DEFINE(0)
|
||||
#define TILED_SPRITE_FLIP_X FLAG_DEFINE(1)
|
||||
|
||||
namespace Dawn {
|
||||
class TiledSprite : public SceneItemComponent {
|
||||
protected:
|
||||
MeshHost *host = nullptr;
|
||||
Tileset *tileset = nullptr;
|
||||
flag_t flipState = TILED_SPRITE_FLIP_Y;
|
||||
int32_t tileIndex = -1;
|
||||
glm::vec2 xy0 = glm::vec2(0, 0);
|
||||
glm::vec2 xy1 = glm::vec2(1, 1);
|
||||
|
||||
glm::vec2 getUV0();
|
||||
glm::vec2 getUV1();
|
||||
|
||||
public:
|
||||
TiledSprite(SceneItem *item);
|
||||
|
||||
std::vector<SceneItemComponent*> getDependencies() override;
|
||||
void onStart() override;
|
||||
|
||||
/**
|
||||
* Sets which tileset to use for this sprite.
|
||||
*
|
||||
* @param tileset Tileset to use.
|
||||
*/
|
||||
void setTileset(Tileset *tileset);
|
||||
|
||||
/**
|
||||
* Sets the tileset for the sprite, and autosizes the sprite based on
|
||||
* this tileset.
|
||||
*
|
||||
* @param gridTileset Tileset to use.
|
||||
* @param center The center offset of the sprite.
|
||||
*/
|
||||
void setTilesetAndSize(TilesetGrid *gridTileset, glm::vec2 center);
|
||||
|
||||
/**
|
||||
* Sets the tileset for the sprite, and autosizes the sprite based on
|
||||
* this tileset. This will put the sprite centered on its origin.
|
||||
*
|
||||
* @param gridTileset Tileset to use.
|
||||
*/
|
||||
void setTilesetAndSize(TilesetGrid *gridTileset);
|
||||
|
||||
/**
|
||||
* Updates the selected tile.
|
||||
*
|
||||
* @param tile Tile to use.
|
||||
*/
|
||||
void setTile(int32_t tile);
|
||||
|
||||
/**
|
||||
* Adjust how the sprite is flippxed.
|
||||
*
|
||||
* @param flippedState Flipped axis flags.
|
||||
*/
|
||||
void setFlippedState(flag_t flippedState);
|
||||
|
||||
/**
|
||||
* Sets the dimensions of this tiled sprite.
|
||||
*
|
||||
* @param size Size of the sprite.
|
||||
* @param center Negative center offset.
|
||||
*/
|
||||
void setSize(glm::vec2 size, glm::vec2 center);
|
||||
|
||||
/**
|
||||
* Sets the size of this sprite. This will center the sprite on its origin
|
||||
*
|
||||
* @param size Size of the sprite.
|
||||
*/
|
||||
void setSize(glm::vec2 size);
|
||||
};
|
||||
}
|
@ -25,7 +25,7 @@ struct ShaderPassItem SceneDebugLine::createShaderItem(
|
||||
item.colorValues[shader->program.paramColor] = this->color;
|
||||
item.matrixValues[shader->program.paramModel] = this->transform;
|
||||
item.matrixValues[shader->program.paramView] = camera->transform->getWorldTransform();
|
||||
item.matrixValues[shader->program.paramProjection] = camera->projection;
|
||||
item.matrixValues[shader->program.paramProjection] = camera->getProjection();
|
||||
item.boolValues[shader->program.paramHasTexture] = false;
|
||||
|
||||
auto i = *lineIndex;
|
||||
|
@ -4,8 +4,3 @@
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DAWN_TARGET_NAME}
|
||||
PRIVATE
|
||||
StateOwner.cpp
|
||||
StateProperty.cpp
|
||||
)
|
@ -4,7 +4,53 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "StateEvent.hpp"
|
||||
#include "StateOwner.hpp"
|
||||
#include "StateProperty.hpp"
|
||||
#include "StateProperty.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class StateOwner {
|
||||
private:
|
||||
std::vector<IStateEvent*> eventsSubscribed;
|
||||
|
||||
public:
|
||||
/**
|
||||
* Listen for changees to a state property and involke the provided func
|
||||
* when the value is changed.
|
||||
*
|
||||
* @tparam V The type of the state property.
|
||||
* @param property Property to listen for affect changees to.
|
||||
* @param fn The callback to be invoked when the state value changes.
|
||||
*/
|
||||
template<class V>
|
||||
void useEffect(
|
||||
StateProperty<V> &property,
|
||||
const std::function<void()> &fn
|
||||
) {
|
||||
property._effectListners.push_back(fn);
|
||||
}
|
||||
|
||||
/**
|
||||
* Listen for when an event is invoked by a state event. This is intended
|
||||
* to allow for cross-state-owner communication in a simple and effective
|
||||
* way.
|
||||
*
|
||||
* @tparam F The type of the callback function.
|
||||
* @tparam A The arguments from the state event that are calledback.
|
||||
* @param event The event that is being subscribed to.
|
||||
* @param fn The function to be inokved on event trigger.
|
||||
*/
|
||||
template<typename F, typename... A>
|
||||
void useEvent(StateEvent<A...> &event, F fn) {
|
||||
event._eventListeners[this].push_back(fn);
|
||||
this->eventsSubscribed.push_back(&event);
|
||||
}
|
||||
|
||||
~StateOwner() {
|
||||
auto it = this->eventsSubscribed.begin();
|
||||
while(it != this->eventsSubscribed.end()) {
|
||||
(*it)->_stateOwnerDestroyed(this);
|
||||
++it;
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
@ -9,25 +9,38 @@
|
||||
namespace Dawn {
|
||||
class StateOwner;
|
||||
|
||||
class IStateEvent {
|
||||
protected:
|
||||
virtual void _stateOwnerDestroyed(StateOwner *owner) = 0;
|
||||
|
||||
friend class StateOwner;
|
||||
};
|
||||
|
||||
template<typename...A>
|
||||
class StateEvent {
|
||||
private:
|
||||
std::vector<std::function<void(A...)>> listeners;
|
||||
class StateEvent : public IStateEvent {
|
||||
protected:
|
||||
void _stateOwnerDestroyed(StateOwner *owner) override {
|
||||
this->_eventListeners.erase(owner);
|
||||
}
|
||||
|
||||
public:
|
||||
std::map<StateOwner*, std::vector<std::function<void(A...)>>> _eventListeners;
|
||||
|
||||
/**
|
||||
* Invokes the event and emits to all of the listeners.
|
||||
*
|
||||
* @param args Arguments for this event to pass to the listeners.
|
||||
*/
|
||||
void invoke(A... args) {
|
||||
auto itListeners = this->listeners.begin();
|
||||
while(itListeners != this->listeners.end()) {
|
||||
(*itListeners)(args...);
|
||||
auto itListeners = this->_eventListeners.begin();
|
||||
while(itListeners != this->_eventListeners.end()) {
|
||||
auto itLists = itListeners->second.begin();
|
||||
while(itLists != itListeners->second.end()) {
|
||||
(*itLists)(args...);
|
||||
++itLists;
|
||||
}
|
||||
++itListeners;
|
||||
}
|
||||
}
|
||||
|
||||
friend class StateOwner;
|
||||
};
|
||||
}
|
@ -1,8 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "State.hpp"
|
||||
|
||||
using namespace Dawn;
|
@ -1,114 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "StateEvent.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
template<class V>
|
||||
class StateProperty;
|
||||
|
||||
class StateOwner {
|
||||
private:
|
||||
std::map<void*, std::vector<std::function<void()>>> effectListeners;
|
||||
std::vector<std::function<void()>> stateUpdateListeners;
|
||||
|
||||
public:
|
||||
/**
|
||||
* Creates a new state property and listens for its change.
|
||||
*
|
||||
* @tparam V The type of the state that is held.
|
||||
* @param initial The initial value of this state.
|
||||
* @return The state that can then be listened for.
|
||||
*/
|
||||
template<class V>
|
||||
StateProperty<V> useState(V initial) {
|
||||
auto property = StateProperty<V>();
|
||||
property.value = initial;
|
||||
property.owner = this;
|
||||
return property;
|
||||
}
|
||||
|
||||
/**
|
||||
* Listen for changees to a state property and involke the provided func
|
||||
* when the value is changed.
|
||||
*
|
||||
* @tparam V The type of the state property.
|
||||
* @param property Property to listen for affect changees to.
|
||||
* @param fn The callback to be invoked when the state value changes.
|
||||
*/
|
||||
template<class V>
|
||||
void useEffect(StateProperty<V> &property, const std::function<void()> &fn) {
|
||||
assertFalse(property.owner == this);
|
||||
this->effectListeners[(void*)&property].push_back(fn);
|
||||
}
|
||||
|
||||
/**
|
||||
* Listen for changes to any single state property managed by this state
|
||||
* owner.
|
||||
*
|
||||
* @param fn Function to be invoked when any state property is updated.
|
||||
*/
|
||||
void useStateUpdated(const std::function<void()> &fn) {
|
||||
this->stateUpdateListeners.push_back(fn);
|
||||
}
|
||||
|
||||
/**
|
||||
* Listen for when an event is invoked by a state event. This is intended
|
||||
* to allow for cross-state-owner communication in a simple and effective
|
||||
* way.
|
||||
*
|
||||
* @tparam A The arguments from the state event that are calledback.
|
||||
* @param event The event that is being subscribed to.
|
||||
* @param fn The function to be inokved on event trigger.
|
||||
*/
|
||||
template<typename...A>
|
||||
void useEvent(StateEvent<A...> &event, const std::function<void(A...)> &fn) {
|
||||
event.listeners.push_back(fn);
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal method (that has to be exposed) to listen for changes for when
|
||||
* a state property that belongs to this state owner is updated.
|
||||
*
|
||||
* @tparam V The value type of the state property.
|
||||
* @param prop The property that has its value changed in question.
|
||||
* @param n The new, current value of the property.
|
||||
* @param o The old, previous value of the property.
|
||||
*/
|
||||
template<class V>
|
||||
void _statePropertyUpdated(StateProperty<V> *prop, V n, V o) {
|
||||
auto eff = &this->effectListeners[prop];
|
||||
|
||||
auto itEff = eff->begin();
|
||||
while(itEff != eff->end()) {
|
||||
(*itEff)();
|
||||
++itEff;
|
||||
}
|
||||
|
||||
auto itUpdate = this->stateUpdateListeners.begin();
|
||||
while(itUpdate != this->stateUpdateListeners.end()) {
|
||||
(*itUpdate)();
|
||||
++itUpdate;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal method to listen for when a state property is disposed or
|
||||
* destroyed so that it can be completely removed from this state owner.
|
||||
*
|
||||
* @tparam V Value type.
|
||||
* @param prop Property that was destroyed.
|
||||
*/
|
||||
template<class V>
|
||||
void _statePropertyDestroyed(StateProperty<V> *prop) {
|
||||
this->effectListeners.erase((void*)prop);
|
||||
}
|
||||
|
||||
virtual ~StateOwner() {
|
||||
|
||||
}
|
||||
};
|
||||
}
|
@ -1,8 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "State.hpp"
|
||||
|
||||
using namespace Dawn;
|
@ -7,14 +7,9 @@
|
||||
#include "assert/assert.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class StateOwner;
|
||||
|
||||
template<class V>
|
||||
class StateProperty {
|
||||
private:
|
||||
StateOwner *owner;
|
||||
V value;
|
||||
|
||||
/**
|
||||
* Method that is invoked every time that the value of this state property
|
||||
* is updated.
|
||||
@ -22,25 +17,45 @@ namespace Dawn {
|
||||
* @param val Value that is to be used for this property.
|
||||
*/
|
||||
void setInternal(V val) {
|
||||
if(val == this->value) return;// TODO: can I omit this? kinda bad tbh.
|
||||
assertNotNull(this->owner);
|
||||
auto old = this->value;
|
||||
this->value = val;
|
||||
this->owner->_statePropertyUpdated(this, val, old);
|
||||
if(val == this->_realValue) return;// TODO: can I omit this? kinda bad tbh.
|
||||
this->previous = this->_realValue;
|
||||
this->_realValue = val;
|
||||
|
||||
// Notify the effect listeners
|
||||
auto itEffect = this->_effectListners.begin();
|
||||
while(itEffect != this->_effectListners.end()) {
|
||||
(*itEffect)();
|
||||
++itEffect;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
V _realValue;
|
||||
std::vector<std::function<void()>> _effectListners;
|
||||
V previous;
|
||||
|
||||
/**
|
||||
* Creates a new state property and listens for its change.
|
||||
*/
|
||||
StateProperty() {}
|
||||
|
||||
/**
|
||||
* Creates a new state property and listens for its change.
|
||||
* @param initial The initial value of this state.
|
||||
*/
|
||||
StateProperty(V initial) : _realValue(initial) {}
|
||||
|
||||
const StateProperty& operator += (const V &value) {
|
||||
this->setInternal(this->value + value);
|
||||
this->setInternal(this->_realValue + value);
|
||||
return *this;
|
||||
}
|
||||
|
||||
const bool_t operator != (const V &value) {
|
||||
return value != this->value;
|
||||
return value != this->_realValue;
|
||||
}
|
||||
|
||||
const bool_t operator == (const V &value) {
|
||||
return value == this->value;
|
||||
return value == this->_realValue;
|
||||
}
|
||||
|
||||
const StateProperty& operator = (const V &val) {
|
||||
@ -49,15 +64,13 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
operator V() const {
|
||||
return this->value;
|
||||
return this->_realValue;
|
||||
}
|
||||
|
||||
/**
|
||||
* Destructor for StateProperty.
|
||||
*/
|
||||
~StateProperty() {
|
||||
this->owner->_statePropertyDestroyed(this);
|
||||
}
|
||||
~StateProperty() {}
|
||||
|
||||
friend class StateOwner;
|
||||
};
|
||||
|
@ -27,7 +27,7 @@ std::vector<struct ShaderPassItem> SimpleTexturedShader::getPassItems(
|
||||
onlyPass.colorValues[program.paramColor] = simpleMaterial->color;
|
||||
onlyPass.matrixValues[program.paramModel] = material->transform->getWorldTransform();
|
||||
onlyPass.matrixValues[program.paramView] = camera->transform->getWorldTransform();
|
||||
onlyPass.matrixValues[program.paramProjection] = camera->projection;
|
||||
onlyPass.matrixValues[program.paramProjection] = camera->getProjection();
|
||||
onlyPass.renderFlags = (
|
||||
RENDER_MANAGER_RENDER_FLAG_BLEND |
|
||||
RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
|
||||
|
@ -8,13 +8,14 @@
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
TicTacToeTile::TicTacToeTile(SceneItem *item) : SceneItemComponent(item) {
|
||||
TicTacToeTile::TicTacToeTile(SceneItem *item) :
|
||||
SceneItemComponent(item),
|
||||
tileState(TIC_TAC_TOE_EMPTY),
|
||||
hovered(false)
|
||||
{
|
||||
}
|
||||
|
||||
void TicTacToeTile::onStart() {
|
||||
tileState = useState(TIC_TAC_TOE_EMPTY);
|
||||
hovered = useState(false);
|
||||
|
||||
auto cb = [&]{
|
||||
auto sprite = this->item->getComponent<TiledSprite>();
|
||||
if(this->hovered) {
|
||||
|
@ -14,7 +14,7 @@
|
||||
|
||||
namespace Dawn {
|
||||
|
||||
class TicTacToeScene : public Scene, public StateOwner {
|
||||
class TicTacToeScene : public Scene {
|
||||
protected:
|
||||
Camera *camera;
|
||||
|
||||
|
Reference in New Issue
Block a user