New scene items system

This commit is contained in:
2023-11-15 18:56:25 -06:00
parent 1817dcaf3a
commit 6c6203a41d
38 changed files with 1309 additions and 36 deletions

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@ -13,9 +13,9 @@ set(
add_executable(${DAWN_TARGET_NAME})
# Change what we are building. Pulled from the cmake/targets dir.
# if(DEFINED DAWN_BUILDING)
# add_subdirectory(${DAWN_BUILDING})
# endif()
if(DEFINED DAWN_BUILDING)
add_subdirectory(${DAWN_BUILDING})
endif()
# Validate game project includes the target name
if(DEFINED DAWN_TARGET_NAME)

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@ -20,6 +20,7 @@ target_include_directories(${DAWN_TARGET_NAME}
add_subdirectory(assert)
# add_subdirectory(asset)
# add_subdirectory(audio)
add_subdirectory(component)
# add_subdirectory(display)
add_subdirectory(game)
# add_subdirectory(games)
@ -28,7 +29,7 @@ add_subdirectory(game)
# add_subdirectory(prefab)
# add_subdirectory(physics)
# add_subdirectory(save)
# add_subdirectory(scene)
add_subdirectory(scene)
# add_subdirectory(state)
# add_subdirectory(time)
# add_subdirectory(util)

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@ -0,0 +1,12 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# target_sources(${DAWN_TARGET_NAME}
# PRIVATE
# Game.cpp
# )
# Subdirs
add_subdirectory(display)

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@ -0,0 +1,9 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Camera.cpp
)

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@ -0,0 +1,37 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Camera.hpp"
using namespace Dawn;
void Camera::onInit() {
std::cout << "Camera" << std::endl;
}
glm::mat4 Camera::getProjection() {
switch(this->type) {
case CameraType::ORTHOGONAL:
return glm::ortho(
(float_t)this->orthoLeft,
(float_t)this->orthoRight,
(float_t)this->orthoBottom,
(float_t)this->orthoTop,
(float_t)this->clipNear,
(float_t)this->clipFar
);
case CameraType::PERSPECTIVE:
return glm::perspective(
(float_t)this->fov,
this->getAspect(),
(float_t)this->clipNear,
(float_t)this->clipFar
);
}
assertUnreachable("Invalid Camera Type!");
return glm::mat4(1.0f);
}

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@ -0,0 +1,48 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItem.hpp"
namespace Dawn {
enum CameraType {
PERSPECTIVE,
ORTHOGONAL
};
class Camera : public SceneComponent {
public:
float_t clipNear = 0.01f;
float_t clipFar = 1000.0f;
enum CameraType type = CameraType::PERSPECTIVE;
float_t fov = 0.785398f;
float_t orthoLeft = -1.0f;
float_t orthoRight = 1.0f;
float_t orthoBottom = -1.0f;
float_t orthoTop = 1.0f;
// std::shared_ptr<RenderTarget> renderTarget;
void onInit() override;
/**
* Returns the aspect ratio that the camera is using. In future I may
* allow you to specify a custom ratio for stylistic reasons but for now I
* just take the ratio of the specific frame buffer.
*
* @return The aspect ratio as a ratio of w/h.
*/
float_t getAspect();
/**
* Returns the projection matrix for this camera.
*
* @return Projection matrix.
*/
glm::mat4 getProjection();
};
}

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@ -0,0 +1,16 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItem.hpp"
namespace Dawn {
class MeshRenderer : public SceneComponent {
public:
std::shared_ptr<Mesh> mesh;
void onInit() override;
};
}

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@ -0,0 +1,44 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
class Game;
class IRenderHost {
public:
/**
* Initializes the render host, called by the game during the initial
* set up of the engine.
*
* @param game Game that requested the render host to initialize.
*/
virtual void init(const std::shared_ptr<Game> game) = 0;
/**
* Performs an update/tick of the render host. This would be the game
* asking the RenderHost to the rendering.
*/
virtual void update() = 0;
/**
* Overridable request from the game that asks if the RenderHost has any
* reason that it should need to close. For most libraries this would be
* whether or not the window was closed.
*
* @return True if the render host requests the game to gracefully exit.
*/
virtual bool_t isCloseRequested() = 0;
/**
* Destroys the render host.
*/
virtual ~IRenderHost() {
}
};
}

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@ -0,0 +1,103 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
enum MeshDrawMode {
TRIANGLES,
TRIANGLE_STRIP,
TRIANGLE_FAN,
LINES,
POINTS
// LINE_STRIP,
};
class IMesh {
protected:
/** How many vertices are in the mesh */
int32_t verticeCount = -1;
/** How many indices are in the mesh */
int32_t indiceCount = -1;
public:
/**
* Create a new set of buffers for the mesh to use.
*
* @param verticeCount How many Vertices will this buffer support.
* @param indiceCount How many Indices will this buffer support.
*/
virtual void createBuffers(
const int32_t verticeCount,
const int32_t indiceCount
) = 0;
/**
* Cleanup the buffers on a given mesh. This is useful if you intend to
* expand the count of vertices your mesh supports.
*/
virtual void disposeBuffers() = 0;
/**
* Write vertice positions to the mesh.
*
* @param pos Position, within the buffer, to write to.
* @param vertices Array of positions to write.
* @param len How many positions are in the array.
*/
virtual void bufferPositions(
const int32_t pos,
const glm::vec3 positions[],
const int32_t len
) = 0;
/**
* Write vertice coordinates to the mesh.
*
* @param pos Position, within the buffer, to write to.
* @param coordinates Array of coordinates to write.
* @param len How many coordinates are in the array.
*/
virtual void bufferCoordinates(
const int32_t pos,
const glm::vec2 coordinates[],
const int32_t len
) = 0;
/**
* Write indices to the mesh.
*
* @param pos Position, within the buffer, to write to.
* @param indices Array of indices to write.
* @param len How many indices are in the array.
*/
virtual void bufferIndices(
const int32_t pos,
const int32_t indices[],
const int32_t len
) = 0;
/**
* Draw a primitive. Primitives are drawn by their indices.
*
* @param drawMode Which drawing mode to use to draw the primitive.
* @param start Start indice (index) to draw.
* @param count Count of indices to draw. Use -1 to draw all.
*/
virtual void draw(
const enum MeshDrawMode drawMode,
const int32_t start,
const int32_t count
) = 0;
/**
* Cleanup a previously initiated mesh.
*/
virtual ~IMesh() {
this->disposeBuffers();
}
};
}

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@ -3,7 +3,9 @@
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Game.hpp"
#include "game/Game.hpp"
#include "game/GameInit.hpp"
#include "scene/Scene.hpp"
using namespace Dawn;
@ -12,12 +14,21 @@ Game::Game() {
}
void Game::init() {
renderHost.init();
renderHost.init(shared_from_this());
inputManager.init(shared_from_this());
auto initialScene = GameInit::getInitialScene();
nextFrameScene = std::make_shared<Scene>(shared_from_this(), initialScene);
}
void Game::update() {
renderHost.update();
if(nextFrameScene) {
nextFrameScene->stage();
currentScene = nextFrameScene;
nextFrameScene = nullptr;
}
}
bool_t Game::isCloseRequested() {
@ -27,5 +38,5 @@ bool_t Game::isCloseRequested() {
}
Game::~Game() {
std::cout << "Game successfully destructed" << std::endl;
}

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@ -9,7 +9,13 @@
#include "input/InputManager.hpp"
namespace Dawn {
class Scene;
class Game : public std::enable_shared_from_this<Game> {
private:
std::shared_ptr<Scene> currentScene;
std::shared_ptr<Scene> nextFrameScene;
public:
RenderHost renderHost;
InputManager inputManager;

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@ -0,0 +1,15 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "game/Game.hpp"
#include "scene/Scene.hpp"
namespace Dawn {
class GameInit {
public:
static std::function<void(Scene&)> getInitialScene();
};
}

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@ -0,0 +1,14 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Scene.cpp
SceneItem.cpp
SceneComponent.cpp
)
# Subdirs
add_subdirectory(item)

36
src/dawn/scene/Scene.cpp Normal file
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@ -0,0 +1,36 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Scene.hpp"
using namespace Dawn;
Scene::Scene(
const std::weak_ptr<Game> game,
const std::function<void(Scene&)> sceneInitializer
) :
game(game),
sceneInitializer(sceneInitializer)
{
}
void Scene::stage() {
Scene &selfReference = *this;
sceneInitializer(selfReference);
}
std::shared_ptr<Game> Scene::getGame() {
return game.lock();
}
std::shared_ptr<SceneItem> Scene::createSceneItem() {
auto item = std::make_shared<SceneItem>(shared_from_this());
sceneItems.push_back(item);
return item;
}
Scene::~Scene() {
}

52
src/dawn/scene/Scene.hpp Normal file
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@ -0,0 +1,52 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "game/Game.hpp"
#include "scene/SceneItem.hpp"
namespace Dawn {
class Scene final : public std::enable_shared_from_this<Scene> {
private:
std::weak_ptr<Game> game;
const std::function<void(Scene&)> sceneInitializer;
std::vector<std::shared_ptr<SceneItem>> sceneItems;
public:
/**
* Constructs a scene object.
*
* @param game Game that initialized this scene.
*/
Scene(
const std::weak_ptr<Game> game,
const std::function<void(Scene&)> sceneInitializer
);
/**
* Stages all of the scene items on the scene.
*/
void stage();
/**
* Returns a copy of the game instance that this scene belongs to.
*
* @return Shared pointer to the game instance.
*/
std::shared_ptr<Game> getGame();
/**
* Creates a scene item that belongs to this scene.
*
* @return Pointer to the new scene item.
*/
std::shared_ptr<SceneItem> createSceneItem();
/**
* Destroys the scene object and cleans up all of its children.
*/
virtual ~Scene();
};
}

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@ -0,0 +1,17 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneComponent.hpp"
using namespace Dawn;
void SceneComponent::init(const std::shared_ptr<SceneItem> item) {
this->item = item;
this->onInit();
}
std::shared_ptr<SceneItem> SceneComponent::getItem() {
return this->item.lock();
}

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@ -0,0 +1,38 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
class SceneItem;
class SceneComponent : std::enable_shared_from_this<SceneComponent> {
private:
std::weak_ptr<SceneItem> item;
protected:
/**
* Custom component listener that is invoked when the component is meant
* to initialize.
*/
virtual void onInit() = 0;
public:
/**
* Initializes this scene component.
*
* @param item Scene item that this component belongs to.
*/
void init(const std::shared_ptr<SceneItem> item);
/**
* Returns the scene item that this scene component belongs to.
*
* @return Reference to the scene item that this component belongs to.
*/
std::shared_ptr<SceneItem> getItem();
};
}

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@ -0,0 +1,28 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "scene/SceneItem.hpp"
#include "scene/Scene.hpp"
using namespace Dawn;
SceneItem::SceneItem(const std::weak_ptr<Scene> scene) :
scene(scene),
SceneItemTransform(),
SceneItemComponents()
{
}
std::shared_ptr<SceneItem> SceneItem::sceneItemComponentsSelf() {
return shared_from_this();
}
std::shared_ptr<Scene> SceneItem::getScene() {
return scene.lock();
}
SceneItem::~SceneItem() {
}

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@ -0,0 +1,46 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/item/SceneItemTransform.hpp"
#include "scene/item/SceneItemComponents.hpp"
namespace Dawn {
class Scene;
class SceneItem final :
public SceneItemTransform,
public SceneItemComponents,
public std::enable_shared_from_this<SceneItem>
{
private:
std::weak_ptr<Scene> scene;
protected:
std::shared_ptr<SceneItem> sceneItemComponentsSelf() override;
public:
/**
* Constructs a scene item.
*
* @param scene Scene that this item belongs to.
*/
SceneItem(const std::weak_ptr<Scene> scene);
/**
* Returns the scene that this scene item belongs to.
*
* @return Pointer to the scene that this item belongs to.
*/
std::shared_ptr<Scene> getScene();
/**
* Returns the scene that this item belongs to.
*
* @return Scene that this item belongs to.
*/
virtual ~SceneItem();
};
}

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@ -0,0 +1,10 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
SceneItemComponents.cpp
SceneItemTransform.cpp
)

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@ -0,0 +1,24 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneItemComponents.hpp"
using namespace Dawn;
SceneItemComponents::SceneItemComponents() {
}
void SceneItemComponents::removeComponent(
const std::shared_ptr<SceneComponent> component
) {
auto it = std::find(components.begin(), components.end(), component);
if(it == components.end()) return; //Not found?
components.erase(it);
}
SceneItemComponents::~SceneItemComponents() {
}

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@ -0,0 +1,54 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneComponent.hpp"
namespace Dawn {
class SceneItem;
class SceneItemComponents {
protected:
std::vector<std::shared_ptr<SceneComponent>> components;
/**
* Shorthand way of allowing this class to retreive itself as a SceneItem.
*
* @return This as a shared pointer to a SceneItem.
*/
virtual std::shared_ptr<SceneItem> sceneItemComponentsSelf() = 0;
public:
SceneItemComponents();
/**
* Removes a component from this item.
*
* @param component Component to remove.
*/
void removeComponent(const std::shared_ptr<SceneComponent> component);
/**
* Adds a component to this item. You are given a shared pointer back but
* you are not intended to take responsibility for the component.
*
* @return Shared pointer to the created component.
*/
template<class T>
std::shared_ptr<T> addComponent() {
//Create the component and add it.
std::shared_ptr<T> component = std::make_shared<T>();
this->components.push_back(
static_pointer_cast<SceneComponent>(component)
);
// Init compoonent and return
component->init(sceneItemComponentsSelf());
return component;
}
virtual ~SceneItemComponents();
};
}

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@ -0,0 +1,122 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "assert/assert.hpp"
#include "scene/item/SceneItemTransform.hpp"
#include "scene/SceneItem.hpp"
using namespace Dawn;
SceneItemTransform::SceneItemTransform() :
transformLocal(1.0f),
transformWorld(1.0f)
{
this->updateLocalValuesFromLocalTransform();
}
void SceneItemTransform::updateLocalValuesFromLocalTransform() {
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(
this->transformLocal,
this->localScale,
this->localRotation,
this->localPosition,
skew,
perspective
);
}
void SceneItemTransform::updateLocalTransformFromWorldTransform() {
auto parent = this->getParent();
if(!parent) {
this->transformLocal = this->transformWorld;
} else {
this->transformLocal = (
glm::inverse(parent->transformWorld) * this->transformWorld
);
}
this->updateLocalValuesFromLocalTransform();
}
void SceneItemTransform::updateChildrenWorldTransforms() {
std::for_each(
this->children.begin(),
this->children.end(),
[](std::weak_ptr<SceneItem> &item) {
if(auto child = item.lock()) child->updateWorldTransformFromParent();
}
);
}
void SceneItemTransform::updateWorldTransformFromParent() {
auto parent = this->getParent();
if(!parent) {
this->transformWorld = this->transformLocal;
} else {
this->transformWorld = (
parent->transformWorld * this->transformLocal
);
}
this->updateLocalValuesFromLocalTransform();
this->updateChildrenWorldTransforms();
}
std::shared_ptr<SceneItem> SceneItemTransform::getParent() {
return parent.lock();
}
std::vector<std::shared_ptr<SceneItem>> SceneItemTransform::getChildren() {
std::vector<std::shared_ptr<SceneItem>> children;
std::for_each(
this->children.begin(),
this->children.end(),
[&children](std::weak_ptr<SceneItem> &item) {
if(auto child = item.lock()) children.push_back(child);
}
);
return children;
}
glm::mat4 SceneItemTransform::getLocalTransform() {
return this->transformLocal;
}
void SceneItemTransform::setWorldTransform(const glm::mat4 transform) {
this->transformWorld = transform;
this->updateLocalTransformFromWorldTransform();
this->updateChildrenWorldTransforms();
}
bool_t SceneItemTransform::isChildOf(std::shared_ptr<SceneItem> item) {
assertNotNull(item, "Cannot check if child of null item.");
auto parent = this->getParent();
while(parent) {
if(parent == item) return true;
parent = parent->getParent();
}
return false;
}
void SceneItemTransform::lookAt(
const glm::vec3 position,
const glm::vec3 target,
const glm::vec3 up
) {
this->setWorldTransform(glm::lookAt(position, target, up));
}
SceneItemTransform::~SceneItemTransform() {
std::for_each(
this->children.begin(),
this->children.end(),
[](std::weak_ptr<SceneItem> &item) {
if(auto child = item.lock()) {
child->parent.reset();
child->updateWorldTransformFromParent();
}
}
);
}

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@ -0,0 +1,103 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
class SceneItem;
class SceneItemTransform {
protected:
// Local (real) values
glm::vec3 localPosition;
glm::vec3 localScale;
glm::quat localRotation;
// Cached (non-real) values
glm::mat4 transformLocal;
glm::mat4 transformWorld;
// Heirarchy
std::weak_ptr<SceneItem> parent;
std::vector<std::weak_ptr<SceneItem>> children;
/**
* Unpacks the local transform into the local transform matrix values.
*/
void updateLocalValuesFromLocalTransform();
/**
* Sets the local transform (and all local real values) to match the world
* transform values.
*/
void updateLocalTransformFromWorldTransform();
/**
* Updates the world transform of this items children.
*/
void updateChildrenWorldTransforms();
/**
* Called by the parent of this item when it's transform changes.
*/
void updateWorldTransformFromParent();
public:
SceneItemTransform();
/**
* Returns the parent of this scene item.
*
* @return Pointer to the parent of this scene item.
*/
std::shared_ptr<SceneItem> getParent();
/**
* Returns the children of this scene item.
*
* @return Vector of pointers to the children of this scene item.
*/
std::vector<std::shared_ptr<SceneItem>> getChildren();
/**
* Returns the local transform of this item (relative to its parent).
*
* @return Local transform of this item.
*/
glm::mat4 getLocalTransform();
/**
* Sets the transform of this item within world space (relative to scene
* root)
*
* @param transform Transform of this item in world space.
*/
void setWorldTransform(const glm::mat4 transform);
/**
* Returns whether or not this item is a child of the given item. This
* will traverse up the entire heirarchy to confirm.
*
* @return True if this item is within the given item's heirarchy.
*/
bool_t isChildOf(std::shared_ptr<SceneItem> item);
/**
* Orients this transform to look at a given point in world space.
*
* @param position Position of the origin of this transform.
* @param look Position in world space this transform looks at.
* @param up Up vector of this transform.
*/
void lookAt(
const glm::vec3 position,
const glm::vec3 look,
const glm::vec3 up
);
virtual ~SceneItemTransform();
};
}

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@ -6,6 +6,7 @@
#include "RenderHost.hpp"
#include "assert/assertgl.hpp"
#include "assert/assert.hpp"
#include "game/Game.hpp"
using namespace Dawn;
@ -13,15 +14,15 @@ RenderHost::RenderHost() {
}
void RenderHost::init() {
void RenderHost::init(std::shared_ptr<Game> game) {
// Init GLFW
if(!glfwInit()) {
throw std::runtime_error("Failed to initialize GLFW!");
assertUnreachable("Failed to initialize GLFW!");
}
// Set the error callback for error handling.
glfwSetErrorCallback([](int error, const char *description) {
throw std::runtime_error(description);
assertUnreachable(description);
});
// Setup window hints
@ -41,9 +42,10 @@ void RenderHost::init() {
);
// Validate window exists
if(!window) {
throw std::runtime_error("Failed to create GLFW window!");
}
if(!window) assertUnreachable("Failed to create GLFW window!");
// Setup the user pointer
glfwSetWindowUserPointer(window, game.get());
// Load GLAD
glfwMakeContextCurrent(window);

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@ -4,7 +4,7 @@
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "display/IRenderHost.hpp"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
@ -12,7 +12,9 @@
#define DAWN_GLFW_WINDOW_HEIGHT_DEFAULT 720
namespace Dawn {
class RenderHost {
class Game;
class RenderHost : public IRenderHost {
public:
GLFWwindow *window = nullptr;
@ -21,26 +23,12 @@ namespace Dawn {
*/
RenderHost();
/**
* Initializes GLFW and creates the window.
*/
void init();
void init(std::shared_ptr<Game> game) override;
/**
* Performs an update and renders the frame.
*/
void update();
void update() override;
/**
* Returns whether or not GLFW has been requested to close.
*
* @return True if GLFW has been requested to close.
*/
bool_t isCloseRequested();
bool_t isCloseRequested() override;
/**
* Cleans up GLFW.
*/
virtual ~RenderHost();
~RenderHost();
};
}

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@ -9,11 +9,47 @@
using namespace Dawn;
void InputManager::init(const std::shared_ptr<Game> game) {
auto window = game->renderHost.window;
glfwSetCursorPosCallback(window, [](
GLFWwindow* window,
double_t x,
double_t y
) {
auto game = (Game*)glfwGetWindowUserPointer(window);
game->inputManager.rawInputValues[INPUT_MANAGER_AXIS_MOUSE_X] = (float_t) x;
game->inputManager.rawInputValues[INPUT_MANAGER_AXIS_MOUSE_Y] = (float_t) y;
});
glfwSetMouseButtonCallback(window, [](
GLFWwindow* window,
int32_t button,
int32_t action,
int32_t mods
) {
auto game = (Game*)glfwGetWindowUserPointer(window);
game->inputManager.rawInputValues[INPUT_MANAGER_AXIS_MOUSE_0 + button] = (
action == GLFW_PRESS ? 1.0f : 0.0f
);
});
glfwSetMouseButtonCallback(window, [](
GLFWwindow* window,
int32_t button,
int32_t action,
int32_t mods
) {
auto game = (Game*)glfwGetWindowUserPointer(window);
game->inputManager.rawInputValues[button] = (
action == GLFW_PRESS ? 1.0f : 0.0f
);
});
}
float_t InputManager::getInputValue(int32_t axis) {
return 0.0f;
auto exist = rawInputValues.find(axis);
if(exist == rawInputValues.end()) return 0.0f;
return exist->second;
}
InputManager::~InputManager() {

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@ -6,16 +6,20 @@
#pragma once
#include "input/IInputManager.hpp"
#define INPUT_MANAGER_AXIS_MOUSE_X -580000
#define INPUT_MANAGER_AXIS_MOUSE_Y -580001
#define INPUT_MANAGER_AXIS_MOUSE_0 -590000
namespace Dawn {
class Game;
class InputManager : public IInputManager<int32_t> {
protected:
std::unordered_map<int32_t, float_t> rawInputValues;
float_t getInputValue(int32_t axis) override;
public:
std::unordered_map<int32_t, float_t> rawInputValues;
/**
* Initializes the input manager system.
*

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@ -0,0 +1,14 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Includes
target_include_directories(${DAWN_TARGET_NAME}
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
# Subdirs
add_subdirectory(game)
add_subdirectory(scene)

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@ -0,0 +1,9 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
GameInit.cpp
)

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@ -0,0 +1,13 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "game/GameInit.hpp"
#include "scene/SceneList.hpp"
using namespace Dawn;
std::function<void(Scene&)> GameInit::getInitialScene() {
return helloWorldScene;
}

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@ -0,0 +1,9 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
HelloWorldScene.cpp
)

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@ -0,0 +1,16 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "scene/SceneList.hpp"
#include "component/display/Camera.hpp"
using namespace Dawn;
void Dawn::helloWorldScene(Scene &s) {
std::cout << "Hello World Scene" << std::endl;
auto cameraItem = s.createSceneItem();
auto camera = cameraItem->addComponent<Camera>();
}

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@ -0,0 +1,11 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
namespace Dawn {
void helloWorldScene(Scene &s);
}

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@ -0,0 +1,16 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
# target_sources(${DAWN_TARGET_NAME}
# PRIVATE
# RenderManager.cpp
# BackBufferRenderTarget.cpp
# Texture.cpp
# TextureRenderTarget.cpp
# )
# Subdirs
add_subdirectory(mesh)

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@ -0,0 +1,10 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Mesh.cpp
)

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@ -0,0 +1,251 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "assert/assert.hpp"
#include "assert/assertgl.hpp"
#include "display/mesh/Mesh.hpp"
using namespace Dawn;
void Mesh::createBuffers(
const int32_t verticeCount,
const int32_t indiceCount
) {
assertTrue(verticeCount > 0, "Vertice count must be greater than zero.");
assertTrue(indiceCount > 0, "Indice count must be greater than zero.");
this->disposeBuffers();
this->verticeCount = verticeCount;
this->indiceCount = indiceCount;
auto sizePos = sizeof(glm::vec3) * verticeCount;
auto sizeInds = sizeof(meshindice_t) * indiceCount;
auto sizeCoords = sizeof(glm::vec2) * verticeCount;
// Generate vertex array, I don't think I need to do this tbh.
glGenVertexArrays(1, &this->vertexArray);
assertNoGLError();
glBindVertexArray(this->vertexArray);
assertNoGLError();
// Create some buffers, one for the vertex data, one for the indices
GLuint buffer[2];
glGenBuffers(2, buffer);
assertNoGLError();
this->vertexBuffer = buffer[0];
if(this->vertexBuffer < 0) assertUnreachable("Can't make vertex buffer");
this->indexBuffer = buffer[1];
if(this->indexBuffer < 0) assertUnreachable("Can't make index buffer");
// Buffer an empty set of data then buffer each component
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
assertNoGLError();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer);
assertNoGLError();
glBufferData(GL_ARRAY_BUFFER, sizePos+sizeCoords, 0, GL_DYNAMIC_DRAW);
assertNoGLError();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeInds, 0, GL_DYNAMIC_DRAW);
assertNoGLError();
// Setup the attrib pointers
size_t offset = 0;
glVertexAttribPointer(
0, sizeof(glm::vec3) / sizeof(float_t),
GL_FLOAT, GL_FALSE,
0, (void *)offset
);
assertNoGLError();
glEnableVertexAttribArray(0);
assertNoGLError();
offset += sizePos;
glVertexAttribPointer(
1, sizeof(glm::vec2) / sizeof(float_t),
GL_FLOAT, GL_FALSE,
0, (void *)offset
);
assertNoGLError();
glEnableVertexAttribArray(1);
assertNoGLError();
}
void Mesh::disposeBuffers() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
assertNoGLError();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
assertNoGLError();
if(this->vertexBuffer != -1) {
glDeleteBuffers(1, &this->vertexBuffer);
assertNoGLError();
this->vertexBuffer = -1;
this->verticeCount = -1;
}
if(this->indexBuffer != -1) {
glDeleteBuffers(1, &this->indexBuffer);
assertNoGLError();
this->indexBuffer = -1;
this->indiceCount = -1;
}
if(this->vertexArray) {
glDeleteVertexArrays(1, &this->vertexArray);
assertNoGLError();
this->vertexArray = -1;
}
}
void Mesh::bufferPositions(
const int32_t pos,
const glm::vec3 positions[],
const int32_t len
) {
assertNotNull(positions, "Positions cannot be null");
assertTrue(pos >= 0 && pos < verticeCount, "Position must be within range");
assertTrue(pos+len <= verticeCount, "Position + Length must be within range");
assertTrue(len > 0, "Length must be greater than zero");
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
assertNoGLError();
glBufferSubData(
GL_ARRAY_BUFFER,
sizeof(glm::vec3) * pos,
sizeof(glm::vec3) * len,
(void*)positions
);
assertNoGLError();
}
void Mesh::bufferCoordinates(
const int32_t pos,
const glm::vec2 coordinates[],
const int32_t len
) {
assertNotNull(coordinates, "Coordinates cannot be null");
assertTrue(pos >= 0 && pos < verticeCount, "Position must be within range");
assertTrue(pos+len <= verticeCount, "Position + Length must be within range");
assertTrue(len > 0, "Length must be greater than zero");
auto offsetCoordinates = (
(sizeof(glm::vec3) * this->verticeCount) +
(sizeof(glm::vec2) * pos)
);
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
assertNoGLError();
glBufferSubData(
GL_ARRAY_BUFFER,
offsetCoordinates,
sizeof(glm::vec2) * len,
(void*)coordinates
);
assertNoGLError();
}
void Mesh::bufferIndices(
const int32_t pos,
const int32_t indices[],
const int32_t len
) {
assertNotNull(indices, "Indices cannot be null");
assertTrue(pos >= 0 && pos < indiceCount, "Position must be within range");
assertTrue(pos+len <= indiceCount, "Position + Length must be within range");
assertTrue(len > 0, "Length must be greater than zero");
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
assertNoGLError();
glBufferSubData(
GL_ELEMENT_ARRAY_BUFFER,
sizeof(meshindice_t) * pos,
sizeof(meshindice_t) * len,
(void*)indices
);
assertNoGLError();
}
void Mesh::draw(
const enum MeshDrawMode drawMode,
const int32_t start,
const int32_t count
) {
if(
count == 0 ||
this->vertexBuffer == -1 ||
this->indexBuffer == -1
) return;
int32_t drawCount = count;
if(count == -1) drawCount = this->indiceCount;
// Re-Bind the buffers
glBindVertexArray(this->vertexArray);
assertNoGLError();
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
assertNoGLError();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer);
assertNoGLError();
// Re-Calculate the attrib pointers.
size_t offset = 0;
glVertexAttribPointer(
0, sizeof(glm::vec3) / sizeof(float_t),
GL_FLOAT, GL_FALSE,
0, (void *)offset
);
assertNoGLError();
glEnableVertexAttribArray(0);
assertNoGLError();
offset += sizeof(glm::vec3) * this->verticeCount;
glVertexAttribPointer(
1, sizeof(glm::vec2) / sizeof(float_t),
GL_FLOAT, GL_FALSE,
0, (void *)offset
);
assertNoGLError();
glEnableVertexAttribArray(1);
assertNoGLError();
GLuint glDrawMode;
switch(drawMode) {
case MeshDrawMode::TRIANGLES:
glDrawMode = GL_TRIANGLES;
break;
case MeshDrawMode::TRIANGLE_STRIP:
glDrawMode = GL_TRIANGLE_STRIP;
break;
case MeshDrawMode::TRIANGLE_FAN:
glDrawMode = GL_TRIANGLE_FAN;
break;
case MeshDrawMode::LINES:
glDrawMode = GL_LINES;
break;
case MeshDrawMode::POINTS:
glDrawMode = GL_POINTS;
break;
default:
assertUnreachable("Unsupported draw mode");
}
// Render the elements.
glDrawElements(
glDrawMode,
drawCount,
GL_UNSIGNED_INT,
(void *)(sizeof(int32_t) * start)
);
assertNoGLError();
}
Mesh::~Mesh() {
this->disposeBuffers();
}

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@ -0,0 +1,48 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/mesh/IMesh.hpp"
namespace Dawn {
class Mesh : public IMesh {
protected:
GLuint vertexBuffer = -1;
GLuint indexBuffer = -1;
GLuint vertexArray = -1;
public:
void createBuffers(
const int32_t verticeCount,
const int32_t indiceCount
) override;
void disposeBuffers() override;
void bufferPositions(
const int32_t pos,
const glm::vec3 positions[],
const int32_t len
) override;
void bufferCoordinates(
const int32_t pos,
const glm::vec2 coordinates[],
const int32_t len
) override;
void bufferIndices(
const int32_t pos,
const int32_t indices[],
const int32_t len
) override;
void draw(
const enum MeshDrawMode drawMode,
const int32_t start,
const int32_t count
) override;
};
}