This commit is contained in:
2025-07-17 09:06:30 -05:00
parent bfd1ac6953
commit 6d89abf64e
278 changed files with 1 additions and 21034 deletions

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name: build-linux-glfw-x64
on:
# ON tag
push:
tags:
- 'v*'
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Install Dependencies
run: |
mkdir release
sudo apt-get update
sudo apt-get install -y \
build-essential \
cmake \
xorg-dev \
libglu1-mesa-dev \
libglfw3-dev \
libx11-dev \
libxkbcommon-dev \
python3-pil
- name: Build Linux GLFW x64
run: |
if [ -d "build" ]; then
rm -rf build
fi
mkdir build
mkdir release/linux-glfw-x64
cd build
cmake ..
make
cd ..
cp build/src/Dawn release/linux-glfw-x64/Dawn
cp build/dawn.tar release/linux-glfw-x64/dawn.tar
# - name: Release
# uses: akkuman/gitea-release-action@v1
# with:
# files: |-
# release/

0
.gitmodules vendored
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@ -8,36 +8,3 @@ set(CMAKE_C_STANDARD 99)
set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Variable Caches
set(DAWN_CACHE_TARGET "dawn-target")
set(DAWN_TARGET_NAME "Dawn")
# Set Common Build Variables
set(DAWN_ROOT_DIR "${CMAKE_SOURCE_DIR}")
set(DAWN_BUILD_DIR "${CMAKE_BINARY_DIR}")
set(DAWN_SOURCES_DIR "${DAWN_ROOT_DIR}/src")
set(DAWN_TOOLS_DIR "${DAWN_ROOT_DIR}/tools")
set(DAWN_ASSETS_SOURCE_DIR "${DAWN_ROOT_DIR}/assets")
set(DAWN_ASSETS_BUILD_DIR "${DAWN_BUILD_DIR}/assets")
set(DAWN_GENERATED_DIR "${DAWN_BUILD_DIR}/generated")
set(DAWN_TEMP_DIR "${DAWN_BUILD_DIR}/temp")
# Options
option(DAWN_ENABLE_PHYSICS "Enable Physics" OFF)
option(DAWN_DEBUG_SHADERS "Enable Debug Shaders" ON)
# Initialize Project First.
project(Dawn
VERSION 1.0.0
LANGUAGES C CXX
)
# Add tools
add_subdirectory(tools)
# Add Libraries
add_subdirectory(lib)
# Add Project Files
add_subdirectory(src)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Shader.hpp"
using namespace Dawn;

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/ShaderStage.hpp"
#include "display/shader/IShader.hpp"
#include "assert/assert.hpp"
#include "assert/assertgl.hpp"
#include "display/Color.hpp"
#include "display/Texture.hpp"
#include "ShaderParameter.hpp"
#include "ShaderStructure.hpp"
namespace Dawn {
typedef GLuint shadertexturebinding_t;
enum class ShaderOpenGLVariant {
GLSL_330_CORE
};
template<typename T>
class Shader : public IShader<T> {
private:
std::vector<std::shared_ptr<ShaderStage>> stages;
std::vector<struct ShaderParameter> parameters;
std::vector<struct IShaderStructure> structures;
enum ShaderOpenGLVariant variant;
GLuint shaderProgram = -1;
protected:
/**
* Overridable function to get the stages for the shader.
*
* @param variant The variant of the shader to use.
* @param rel The relative data to use.
* @param stages The stages to add to.
* @param parameters The parameters to add to.
* @param structures The structures to add to.
*/
virtual void getStages(
const enum ShaderOpenGLVariant variant,
const T *rel,
std::vector<std::shared_ptr<ShaderStage>> &stages,
std::vector<struct ShaderParameter> &parameters,
std::vector<struct IShaderStructure> &structures
) = 0;
public:
/**
* Initializes the shader, this needs to be called before the shader can
* be used.
*/
void init() override {
// Determine which kind of OpenGL shader to use.
variant = ShaderOpenGLVariant::GLSL_330_CORE;
// Now get the stages
T dummy;
this->getStages(
variant,
&dummy,
stages,
parameters,
structures
);
// Create the shader program
shaderProgram = glCreateProgram();
assertNoGLError();
// Attach all the stages
for(auto stage : stages) {
glAttachShader(shaderProgram, stage->id);
assertNoGLError();
}
// Link and verify the program
glLinkProgram(shaderProgram);
assertNoGLError();
GLint status;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
assertNoGLError();
assertTrue(status == GL_TRUE, "Failed to link shader program.");
std::vector<std::string> uniformNames;
GLint numUniforms = 0;
// Get the number of active uniforms
glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &numUniforms);
assertNoGLError();
// Iterate through each uniform
// for (GLint i = 0; i < numUniforms; ++i) {
// char name[256];
// GLsizei length;
// GLint size;
// GLenum type;
// // Get the uniform name
// glGetActiveUniform(shaderProgram, i, sizeof(name), &length, &size, &type, name);
// assertNoGLError();
// std::cout << "Uniform: " << i << ":" << name << std::endl;
// // uniformNames.push_back(std::string(name));
// }
// Map parameters correctly.
std::for_each(
parameters.begin(),
parameters.end(),
[&](struct ShaderParameter &param) {
// Correct offset
param.offset = param.offset - (size_t)(&dummy);
param.location = glGetUniformLocation(
shaderProgram,
param.name.c_str()
);
assertNoGLError();
assertTrue(
param.location != -1,
"Failed to get location for parameter %s.",
param.name.c_str()
);
}
);
// Map structures
std::for_each(
structures.begin(),
structures.end(),
[&](struct IShaderStructure &structure) {
structure.offset = structure.offset - (size_t)(&dummy);
structure.location = glGetUniformBlockIndex(
shaderProgram,
structure.structureName.c_str()
);
assertNoGLError();
assertTrue(
structure.location != -1,
"Failed to get location for structure %s.",
structure.structureName.c_str()
);
// Create the buffer
glGenBuffers(1, &structure.buffer);
}
);
this->bind();
}
/**
* Binds the shader as the current one, does not upload any data, somewhat
* relies on something else uploading the data.
*/
void bind() override {
glUseProgram(shaderProgram);
assertNoGLError();
}
/**
* Uploads the data to the GPU.
*/
void upload() override {
switch(this->variant) {
case ShaderOpenGLVariant::GLSL_330_CORE:
for(auto param : parameters) {
void *value = (void*)(
((size_t)&this->data) + param.offset
);
switch(param.type) {
case ShaderParameterType::MAT4: {
glm::mat4 *matrix = (glm::mat4 *)value;
if(param.count != 1) {
assertUnreachable("I haven't implemented multiple mat4s");
}
glUniformMatrix4fv(
param.location, 1, GL_FALSE, glm::value_ptr(*matrix)
);
break;
}
case ShaderParameterType::COLOR: {
auto color = (Color *)value;
glUniform4fv(
param.location,
param.count,
(GLfloat*)value
);
break;
}
case ShaderParameterType::BOOLEAN: {
glUniform1iv(param.location, param.count, (GLint*)value);
break;
}
case ShaderParameterType::TEXTURE: {
glUniform1iv(param.location, param.count, (GLint*)value);
break;
}
default: {
assertUnreachable("Unsupported ShaderParameterType");
}
}
assertNoGLError();
}
break;
default:
assertUnreachable("Unsupported ShaderOpenGLVariant");
}
// Upload structures
for(auto structure : structures) {
switch(structure.structureType) {
case ShaderOpenGLStructureType::STD140: {
// Upload the data
glBindBuffer(GL_UNIFORM_BUFFER, structure.buffer);
assertNoGLError();
glBindBufferBase(GL_UNIFORM_BUFFER, structure.location, structure.buffer);
assertNoGLError();
glBufferData(
GL_UNIFORM_BUFFER,
structure.size * structure.count,
(void*)((size_t)&this->data + (size_t)structure.offset),
GL_STATIC_DRAW
);
assertNoGLError();
break;
}
default:
assertUnreachable("Unsupported ShaderOpenGLStructureType");
}
}
}
~Shader() {
// Delete the structures
for(auto structure : structures) {
assertTrue(structure.buffer != -1, "Invalid buffer.");
glDeleteBuffers(1, &structure.buffer);
assertNoGLError();
}
// Delete the shader program
glDeleteProgram(shaderProgram);
assertNoGLError();
}
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "ShaderParameter.hpp"
using namespace Dawn;
ShaderParameter::ShaderParameter(
const std::string &name,
const void *offset,
const enum ShaderParameterType type,
const size_t count
) {
this->name = name;
this->offset = (size_t)offset;
this->type = type;
this->count = count;
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/IShader.hpp"
#include "dawnopengl.hpp"
namespace Dawn {
struct ShaderParameter {
std::string name;
size_t offset;
enum ShaderParameterType type;
size_t count;
GLint location = -1;
/**
* Construct a new shader parameter.
*
* @param name Name of the parameter within the shader.
* @param offset Offset, relative to the structure of the data.
* @param type Type of the parameter.
* @param count How many elements in the array (if multiple).
*/
ShaderParameter(
const std::string &name,
const void *offset,
const enum ShaderParameterType type,
const size_t count = 1
);
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "assert/assertgl.hpp"
#include "assert/assert.hpp"
#include "ShaderStage.hpp"
using namespace Dawn;
ShaderStage::ShaderStage(
const enum ShaderStageType type,
const std::string source
) : IShaderStage(type) {
// Get OpenGL Shader Type
GLenum shaderType;
switch(this->type) {
case ShaderStageType::VERTEX:
shaderType = GL_VERTEX_SHADER;
break;
case ShaderStageType::FRAGMENT:
shaderType = GL_FRAGMENT_SHADER;
break;
// case ShaderStageType::COMPUTE:
// shaderType = GL_COMPUTE;
// break;
default:
assertUnreachable("Unknown ShaderStageType");
}
// Initialize the shader
this->id = glCreateShader(shaderType);
assertNoGLError();
// Compile the shader
auto cSource = source.c_str();
glShaderSource(this->id, 1, &cSource, NULL);
assertNoGLError();
glCompileShader(this->id);
assertNoGLError();
// glShaderBinary(1, &this->id, GL_SHADER_BINARY_FORMAT_SPIR_V, source.data(), source.size());
// assertNoGLError();
// glSpecializeShader(this->id, "main", 0, NULL, NULL);
// assertNoGLError();
// Validate
GLint status;
glGetShaderiv(this->id, GL_COMPILE_STATUS, &status);
assertNoGLError();
if(!status) {
// Failed to compile
GLint logLength;
glGetShaderiv(this->id, GL_INFO_LOG_LENGTH, &logLength);
assertNoGLError();
GLchar *log = new GLchar[logLength];
glGetShaderInfoLog(this->id, logLength, NULL, log);
assertNoGLError();
assertUnreachable("Failed to compile shader stage %i:\n%s", type, log);
}
}
ShaderStage::~ShaderStage() {
if(this->id != -1) {
glDeleteShader(this->id);
assertNoGLError();
}
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnopengl.hpp"
#include "display/shader/IShaderStage.hpp"
namespace Dawn {
class ShaderStage : public IShaderStage {
public:
GLuint id = -1;
/**
* Constructs a new ShaderStage.
*
* @param type The type of shader this is.
* @param source The source code to compile.
*/
ShaderStage(const enum ShaderStageType type, const std::string source);
/**
* Disposes of the shader stage.
*/
~ShaderStage();
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma ocne
#include "display/shader/ShaderParameter.hpp"
namespace Dawn {
enum class ShaderOpenGLStructureType {
STD140
};
struct IShaderStructure {
std::string structureName;
size_t offset;
enum ShaderOpenGLStructureType structureType;
size_t size;
size_t count;
std::vector<struct ShaderParameter> parameters;
GLint location = -1;
GLuint buffer = -1;
};
template<typename T>
struct ShaderStructure final : public IShaderStructure {
public:
/**
* Constructs a new shader structure. Shader structures allow for larger
* amounts/volumes of data to be passed to the shader in a single call.
* Ideally I wouldn't really need this as I wanted the entire shader to
* basically be a single large structure, but OpenGL doesn't support that
* so I have to do this instead.
*
* @param structureName Structure name within the shader.
* @param offset Offset, within the data structure, that this structure
* starts at.
* @param structureType The type of structure data format to use.
* @param getParameters A callback that, when invoked, will populate the
* parameters vector with the parameters for this
* structure.
* @param count The number of structures to create.
*/
ShaderStructure(
const std::string &structureName,
const void *offset,
const enum ShaderOpenGLStructureType structureType,
std::function<
void(const T&, std::vector<struct ShaderParameter>&)
> getParameters,
size_t count = 1
) {
this->structureName = structureName;
this->offset = (size_t)offset;
this->structureType = structureType;
this->size = sizeof(T);
this->count = count;
this->parameters = std::vector<struct ShaderParameter>();
T dummy;
getParameters(dummy, this->parameters);
// Update offsets.
auto itParams = this->parameters.begin();
while(itParams != this->parameters.end()) {
struct ShaderParameter &param = *itParams;
param.offset -= (size_t)(&dummy);
// Check for non-aligned OpenGL structures.
if(param.offset % sizeof(glm::vec4) != 0) {
assertUnreachable(
"%s%s%s",
"Non-aligned OpenGL structure detected on param ",
param.name.c_str(),
"!\nEnsure you have padded correctly."
);
}
if(
itParams == (this->parameters.end() - 1) &&
count > 1 &&
(sizeof(T) % sizeof(glm::vec4)) != 0
) {
assertUnreachable(
"%s%s%s",
"Non-aligned OpenGL structure detected on last element in array structure on param ",
param.name.c_str(),
"!\nEnsure you have padded correctly."
);
}
++itParams;
}
}
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "display/shader/SimpleTexturedShader.hpp"
#include <fstream>
#include "slang.h"
#include "slang-gfx.h"
using namespace slang;
using namespace Dawn;
void SimpleTexturedShader::getStages(
const enum ShaderOpenGLVariant variant,
const struct SimpleTexturedShaderData *rel,
std::vector<std::shared_ptr<ShaderStage>> &stages,
std::vector<struct ShaderParameter> &parameters,
std::vector<struct IShaderStructure> &structures
) {
// Stages
std::shared_ptr<ShaderStage> vertex;
std::shared_ptr<ShaderStage> fragment;
std::string shader = R"(
cbuffer Uniforms {
float4x4 u_Projection;
float4x4 u_View;
float4x4 u_Model;
float4 u_Color;
bool u_HasTexture;
uniform Sampler2D u_Texture;
};
struct AssembledVertex {
float3 position : POSITION;
float2 texcoord : TEXCOORD;
};
struct Fragment {
float4 color;
};
struct VertexStageOutput {
float2 uv : UV;
float4 sv_position : SV_Position;
};
[shader("vertex")]
VertexStageOutput vertexMain(
AssembledVertex assembledVertex
) {
VertexStageOutput output;
float3 position = assembledVertex.position;
output.uv = assembledVertex.texcoord;
output.sv_position = mul(
float4(position, 1.0),
mul(u_Model, mul(u_View, u_Projection))
);
return output;
}
[shader("fragment")]
Fragment fragmentMain(
float2 uv: UV
) : SV_Target {
Fragment output;
if(u_HasTexture) {
output.color = u_Texture.Sample(uv) * u_Color;
} else {
output.color = u_Color;
}
return output;
}
)";
Slang::ComPtr<IGlobalSession> globalSession;
createGlobalSession(globalSession.writeRef());
SessionDesc sessionDesc;
TargetDesc targetDesc;
targetDesc.format = SLANG_GLSL;
targetDesc.profile = globalSession->findProfile("glsl_330");
sessionDesc.targets = &targetDesc;
sessionDesc.targetCount = 1;
Slang::ComPtr<IBlob> diagnostics;
const char* searchPaths[] = { "/home/yourwishes/htdocs/Dawn/assets/shaders/" };
sessionDesc.searchPaths = searchPaths;
sessionDesc.searchPathCount = 1;
Slang::ComPtr<ISession> session;
globalSession->createSession(sessionDesc, session.writeRef());
auto module = session->loadModuleFromSourceString(
"hello-world.slang",
"hello-world.slang",
shader.c_str(),
diagnostics.writeRef()
);
if(diagnostics) {
assertUnreachable("Failed to load module %s", (const char*) diagnostics->getBufferPointer());
return;
}
Slang::ComPtr<IEntryPoint> vertexEntryPoint;
Slang::ComPtr<IEntryPoint> fragEntryPoint;
module->findEntryPointByName("vertexMain", vertexEntryPoint.writeRef());
module->findEntryPointByName("fragmentMain", fragEntryPoint.writeRef());
IComponentType* components[] = { module, vertexEntryPoint, fragEntryPoint };
Slang::ComPtr<IComponentType> program;
session->createCompositeComponentType(
components,
sizeof(components) / sizeof(components[0]),
program.writeRef()
);
Slang::ComPtr<IComponentType> linkedProgram;
auto result = program->link(linkedProgram.writeRef(), diagnostics.writeRef());
std::cout << "Result: " << result << std::endl;
if(diagnostics) {
assertUnreachable("%s\n", (const char*) diagnostics->getBufferPointer());
return;
}
int entryPointIndex = 0;
int targetIndex = 0; // only one target
Slang::ComPtr<IBlob> vertexBlob;
result = linkedProgram->getEntryPointCode(
entryPointIndex,
targetIndex,
vertexBlob.writeRef(),
diagnostics.writeRef()
);
if(diagnostics) {
assertUnreachable("%s\n", (const char*) diagnostics->getBufferPointer());
return;
}
slang::ProgramLayout* layout = program->getLayout();
unsigned parameterCount = layout->getParameterCount();
for(unsigned pp = 0; pp < parameterCount; pp++) {
slang::VariableLayoutReflection* parameter = layout->getParameterByIndex(pp);
std::cout << "Parameter: " << parameter->getName() << std::endl;
auto layout = parameter->getTypeLayout();
auto fields = layout->getFieldCount();
for(unsigned ff = 0; ff < fields; ff++) {
slang::VariableLayoutReflection* field = layout->getFieldByIndex(ff);
std::string fieldName = field->getName();
std::cout << "Field: " << fieldName << std::endl;
}
}
std::string vertexString = (const char*)vertexBlob->getBufferPointer();
entryPointIndex = 1;
Slang::ComPtr<IBlob> fragmentBlob;
result = linkedProgram->getEntryPointCode(
entryPointIndex,
targetIndex,
fragmentBlob.writeRef(),
diagnostics.writeRef()
);
if(diagnostics) {
assertUnreachable("%s\n", (const char*) diagnostics->getBufferPointer());
return;
}
std::string fragmentString = (const char*)fragmentBlob->getBufferPointer();
vertex = std::make_shared<ShaderStage>(
ShaderStageType::VERTEX, vertexString
);
stages.push_back(vertex);
fragment = std::make_shared<ShaderStage>(
ShaderStageType::FRAGMENT, fragmentString
);
stages.push_back(fragment);
structures.push_back(ShaderStructure<struct SimpleTexturedShaderDataSub>(
"block_SLANG_ParameterGroup_Uniforms_std140_0",
&rel->data,
ShaderOpenGLStructureType::STD140,
[](const SimpleTexturedShaderDataSub &data, std::vector<struct ShaderParameter> &parameters) {
parameters.push_back(ShaderParameter(
"u_Projection_0",
&data.projection,
ShaderParameterType::MAT4
));
parameters.push_back(ShaderParameter(
"u_View_0",
&data.view,
ShaderParameterType::MAT4
));
parameters.push_back(ShaderParameter(
"u_Model_0",
&data.model,
ShaderParameterType::MAT4
));
parameters.push_back(ShaderParameter(
"u_Color_0",
&data.color,
ShaderParameterType::COLOR
));
parameters.push_back(ShaderParameter(
"u_HasTexture_0",
&data.hasTexture,
ShaderParameterType::BOOLEAN
));
}
));
// Parameters
parameters.push_back(ShaderParameter(
"Uniforms_u_Texture_0",
&rel->texture,
ShaderParameterType::TEXTURE
));
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/Shader.hpp"
namespace Dawn {
struct SimpleTexturedShaderDataSub {
glm::mat4 projection;
glm::mat4 view;
glm::mat4 model;
struct Color color = COLOR_WHITE;
bool hasTexture = false;
};
struct SimpleTexturedShaderData {
struct SimpleTexturedShaderDataSub data;
shadertexturebinding_t texture = 0;
};
class SimpleTexturedShader : public Shader<SimpleTexturedShaderData> {
protected:
void getStages(
const enum ShaderOpenGLVariant variant,
const struct SimpleTexturedShaderData *rel,
std::vector<std::shared_ptr<ShaderStage>> &stages,
std::vector<struct ShaderParameter> &parameters,
std::vector<struct IShaderStructure> &structures
) override;
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "display/shader/UIShader.hpp"
#include "util/Macro.hpp"
using namespace Dawn;
void UIShader::getStages(
const enum ShaderOpenGLVariant variant,
const struct UIShaderData *rel,
std::vector<std::shared_ptr<ShaderStage>> &stages,
std::vector<struct ShaderParameter> &parameters,
std::vector<struct IShaderStructure> &structures
) {
// Stages
std::shared_ptr<ShaderStage> vertex;
std::shared_ptr<ShaderStage> fragment;
switch(variant) {
case ShaderOpenGLVariant::GLSL_330_CORE:
vertex = std::make_shared<ShaderStage>(
ShaderStageType::VERTEX,
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"uniform mat4 u_Projection;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
"struct UIShaderQuad {\n"
"vec4 quad;\n"
"vec4 uv;\n"
"vec4 color;\n"
"vec4 style;\n"
"};\n"
"layout (std140) uniform ub_Quad {\n"
"UIShaderQuad quads[" MACRO_STRINGIFY(UI_SHADER_QUAD_COUNT) "];\n"
"};\n"
"out vec2 v_TextCoord;\n"
"out vec4 v_Color;\n"
"out vec4 v_Style;\n"
"void main() {\n"
"vec4 pos;\n"
"vec2 coord;\n"
"int index = int(aPos.z);\n"
"int quadIndex = index / 4;\n"
"int vertexIndex = index % 4;\n"
"UIShaderQuad quad = quads[quadIndex];\n"
"if(vertexIndex == 0) {\n"
"pos.x = quad.quad.x;\n"
"pos.y = quad.quad.y;\n"
"coord.x = quad.uv.x;\n"
"coord.y = quad.uv.y;\n"
"} else if(vertexIndex == 1) {\n"
"pos.x = quad.quad.z;\n"
"pos.y = quad.quad.y;\n"
"coord.x = quad.uv.z;\n"
"coord.y = quad.uv.y;\n"
"} else if(vertexIndex == 2) {\n"
"pos.y = quad.quad.w;\n"
"pos.x = quad.quad.x;\n"
"coord.x = quad.uv.x;\n"
"coord.y = quad.uv.w;\n"
"} else if(vertexIndex == 3) {\n"
"pos.x = quad.quad.z;\n"
"pos.y = quad.quad.w;\n"
"coord.x = quad.uv.z;\n"
"coord.y = quad.uv.w;\n"
"}\n"
"pos.z = 0;\n"
"pos.w = 1;\n"
"gl_Position = u_Projection * u_View * u_Model * pos;\n"
"v_TextCoord = coord;\n"
"v_Color = quad.color;\n"
"v_Style = quad.style;\n"
"}"
);
fragment = std::make_shared<ShaderStage>(
ShaderStageType::FRAGMENT,
"#version 330 core\n"
"in vec2 v_TextCoord;\n"
"in vec4 v_Color;\n"
"in vec4 v_Style;\n"
"uniform sampler2D u_Texture[" MACRO_STRINGIFY(UI_SHADER_TEXTURE_COUNT) "];\n"
"out vec4 o_Color;\n"
"void main() {\n"
"vec4 texColor = vec4(1, 1, 1, 1);\n"
"int vStyle = int(round(v_Style[0]));\n"
"int vTextInd = int(round(v_Style[1]));\n"
"switch(vTextInd) {\n"
"case -1:\n"
"texColor = vec4(1, 1, 1, 1);\n"
"break;\n"
"case 0:\n"
"texColor = texture(u_Texture[0], v_TextCoord);\n"
"break;\n"
"case 1:\n"
"texColor = texture(u_Texture[1], v_TextCoord);\n"
"break;\n"
"case 2:\n"
"texColor = texture(u_Texture[2], v_TextCoord);\n"
"break;\n"
"case 3:\n"
"texColor = texture(u_Texture[3], v_TextCoord);\n"
"break;\n"
"case 4:\n"
"texColor = texture(u_Texture[4], v_TextCoord);\n"
"break;\n"
"case 5:\n"
"texColor = texture(u_Texture[5], v_TextCoord);\n"
"break;\n"
"}\n"
"switch(vStyle) {\n"
"case 0:\n"
"o_Color = texColor * v_Color;\n"
"break;\n"
"case 1:\n"
"o_Color.rgb = v_Color.rgb;\n"
"o_Color.a = texColor.r * v_Color.a;\n"
"break;\n"
"}\n"
"}\n"
);
break;
default:
assertUnreachable("Unsupported ShaderOpenGLVariant");
}
// Add stages
stages.push_back(vertex);
stages.push_back(fragment);
// Parameters
parameters.push_back(ShaderParameter(
"u_Projection",
&rel->projection,
ShaderParameterType::MAT4
));
parameters.push_back(ShaderParameter(
"u_View",
&rel->view,
ShaderParameterType::MAT4
));
parameters.push_back(ShaderParameter(
"u_Model",
&rel->model,
ShaderParameterType::MAT4
));
parameters.push_back(ShaderParameter(
"u_Texture",
&rel->textures,
ShaderParameterType::TEXTURE,
UI_SHADER_TEXTURE_COUNT
));
structures.push_back(ShaderStructure<struct UIShaderQuad>(
"ub_Quad",
&rel->quads,
ShaderOpenGLStructureType::STD140,
[&](const struct UIShaderQuad &rel, std::vector<struct ShaderParameter> &parameters) {
parameters.push_back(ShaderParameter(
"quad",
&rel.quad,
ShaderParameterType::VEC4
));
parameters.push_back(ShaderParameter(
"uv",
&rel.uv,
ShaderParameterType::VEC4
));
parameters.push_back(ShaderParameter(
"color",
&rel.color,
ShaderParameterType::COLOR
));
parameters.push_back(ShaderParameter(
"style",
&rel.style,
ShaderParameterType::VEC4
));
},
UI_SHADER_QUAD_COUNT
));
}

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@ -1,43 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/Shader.hpp"
namespace Dawn {
#define UI_SHADER_QUAD_COUNT 1024
#define UI_SHADER_TEXTURE_COUNT 16
enum class UIShaderQuadStyle {
TEXTURED = 0,
FONT = 1
};
struct UIShaderQuad {
glm::vec4 quad;
glm::vec4 uv;
struct Color color;
glm::vec4 style;
};
struct UIShaderData {
glm::mat4 projection;
glm::mat4 view;
glm::mat4 model;
shadertexturebinding_t textures[UI_SHADER_TEXTURE_COUNT];
struct UIShaderQuad quads[UI_SHADER_QUAD_COUNT];
};
class UIShader : public Shader<UIShaderData> {
protected:
void getStages(
const enum ShaderOpenGLVariant variant,
const struct UIShaderData *rel,
std::vector<std::shared_ptr<ShaderStage>> &stages,
std::vector<struct ShaderParameter> &parameters,
std::vector<struct IShaderStructure> &structures
) override;
};
}

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

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@ -1,144 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UICanvas.hpp"
#include "display/pass/RenderPass.hpp"
#include "display/mesh/QuadMesh.hpp"
#include "ui/UIElement.hpp"
using namespace Dawn;
void UICanvas::onInit() {
mesh = std::make_shared<Mesh>();
mesh->createBuffers(
QUAD_VERTICE_COUNT * UI_SHADER_QUAD_COUNT,
QUAD_INDICE_COUNT * UI_SHADER_QUAD_COUNT
);
for(int32_t i = 0; i < UI_SHADER_QUAD_COUNT; i++) {
QuadMesh::bufferWithIndex(
mesh,
glm::vec4(0, 0, 1, 1),
glm::vec4(0, 0, 1, 1),
i * QUAD_VERTICE_COUNT,
i * QUAD_INDICE_COUNT,
i * QUAD_VERTICE_COUNT
);
}
}
void UICanvas::onDispose() {
mesh = nullptr;
}
std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
struct RenderPassContext &ctx
) {
if(this->elements.empty()) return {};
glm::mat4 projection;
glm::mat4 view;
// Setup the projection and views
data.projection = glm::ortho(
0.0f, ctx.renderTarget->getWidth(),
ctx.renderTarget->getHeight(), 0.0f,
0.0f, 1.0f
);
data.view = glm::mat4(1.0f);
data.model = glm::mat4(1.0f);
// Reset the passes
this->passes.clear();
this->textureBindings.clear();
this->textures.clear();
quadCount = 0;
nextBinding = 0;
// Alignment root
const glm::vec2 rootPosition = { 0, 0 };
const glm::vec2 rootSize = {
ctx.renderTarget->getWidth(),
ctx.renderTarget->getHeight()
};
const float_t rootScale = 1.0f;
// Get the quads for each component
auto itComponents = elements.begin();
auto self = std::ref(*this);
while(itComponents != elements.end()) {
auto component = *itComponents;
component->updateAlignment(rootPosition, rootSize, rootScale);
component->getQuads(self);
++itComponents;
}
// Flush the remaining quads
flushPass();
return passes;
}
void UICanvas::addQuad(
const glm::vec4 quad,
const glm::vec4 uvs,
const struct Color color,
const enum UIShaderQuadStyle style,
const std::shared_ptr<Texture> text
) {
glm::vec4 styleData;
styleData[0] = (float_t)style;
if(text == nullptr) {
styleData[1] = -1;
} else {
shadertexturebinding_t texture;
auto bindingIt = textureBindings.find(text);
if(bindingIt == textureBindings.end()) {
if(nextBinding >= UI_SHADER_TEXTURE_COUNT) {
flushPass();
}
textureBindings[text] = nextBinding;
textures[nextBinding] = text;
data.textures[nextBinding] = nextBinding;
texture = nextBinding++;
} else {
texture = bindingIt->second;
}
styleData[1] = (float_t)texture;
}
data.quads[quadCount] = {
quad,
uvs,
color,
styleData
};
quadCount++;
if(quadCount == UI_SHADER_QUAD_COUNT) flushPass();
}
void UICanvas::flushPass() {
if(quadCount == 0) return;
auto pass = createRenderPass<UIShader, UIShaderData>(
std::ref(*this),
data,
textures,
mesh,
MeshDrawMode::TRIANGLES,
0,
quadCount * QUAD_INDICE_COUNT
);
passes.push_back(pass);
quadCount = 0;
nextBinding = 0;
textures.clear();
textureBindings.clear();
}
void UICanvas::addElement(const std::shared_ptr<UIElement> element) {
elements.push_back(element);
}

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@ -1,73 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItem.hpp"
#include "component/display/IRenderableComponent.hpp"
#include "display/shader/UIShader.hpp"
namespace Dawn {
class UIElement;
class UICanvas :
public SceneComponent,
public IRenderableComponent
{
private:
std::shared_ptr<Mesh> mesh;
UIShaderData data;
std::vector<std::shared_ptr<UIElement>> elements;
size_t quadCount = 0;
shadertexturebinding_t nextBinding = 0;
std::unordered_map<
shadertexturebinding_t, std::shared_ptr<Texture>
> textures;
std::map<
std::shared_ptr<Texture>, shadertexturebinding_t
> textureBindings;
std::vector<std::shared_ptr<IRenderPass>> passes;
protected:
virtual void onInit() override;
virtual void onDispose() override;
/**
* Flushes all pending quads to the render pass. This doesn't actually
* render anything, it just flushes the data buffer to a new pass.
*/
void flushPass();
public:
std::vector<std::shared_ptr<IRenderPass>> getPasses(
struct RenderPassContext &ctx
) override;
/**
* Adds a quad to the canvas and performs a flush if necessary.
*
* @param quad The quad to add.
* @param uvs The UVs to use for the quad.
* @param color The color to use for the quad.
* @param style Style that the quad should be rendered in.
* @param texture The texture to use for the quad, can be null.
*/
void addQuad(
const glm::vec4 quad,
const glm::vec4 uvs,
const struct Color color,
const enum UIShaderQuadStyle style,
const std::shared_ptr<Texture> texture = nullptr
);
/**
* Adds a component to the canvas.
*
* @param component The component to add.
*/
void addElement(const std::shared_ptr<UIElement> component);
};
}

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@ -1,16 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
UIAlignableElement.cpp
UISubAlignableElement.cpp
UIElement.cpp
UIMenu.cpp
)
# Subdirs
add_subdirectory(container)
add_subdirectory(elements)

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@ -1,247 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIAlignableElement.hpp"
using namespace Dawn;
UIAlignableElement::UIAlignableElement() {
alignUnit[0] = UIAlignmentUnit::SCALE;
alignUnit[1] = UIAlignmentUnit::SCALE;
alignUnit[2] = UIAlignmentUnit::SCALE;
alignUnit[3] = UIAlignmentUnit::SCALE;
eventAlignmentUpdated = [&](const glm::vec2 p, const glm::vec2 s) {
};
}
void UIAlignableElement::updateSelfAlignment(
const glm::vec2 pPos,
const glm::vec2 pSize,
const float_t canvasScale
) {
auto valueAxis = [&](
const enum UIAlignmentUnit unit,
const float_t alignment,
const float_t parentSize,
const float_t ratioSize,
const float_t contentSize
) {
if(alignment == UI_ALIGN_SIZE_AUTO) return contentSize;
switch(unit) {
case UIAlignmentUnit::PIXEL:
return alignment;
case UIAlignmentUnit::SCALE:
return canvasScale * alignment;
case UIAlignmentUnit::PERCENT:
return parentSize * (alignment / 100.0f);
case UIAlignmentUnit::RATIO:
return (alignment / 100.0f) * ratioSize;
default:
assertUnreachable("Invalid UIAlignmentType");
return 0.0f;
}
};
auto alignAxis = [&](
const enum UIAlignmentType type,
const enum UIAlignmentUnit unit0,
const enum UIAlignmentUnit unit1,
const float_t alignment0,
const float_t alignment1,
const float_t parentSize,
const float_t ratioSize,
const float_t contentSize,
float_t &outPosition,
float_t &outSize
) {
switch(type) {
case UIAlignmentType::START:
outPosition = valueAxis(
unit0,
alignment0,
parentSize,
ratioSize,
contentSize
);
outSize = valueAxis(
unit1,
alignment1,
parentSize,
ratioSize,
contentSize
);
break;
case UIAlignmentType::MIDDLE:
outSize = valueAxis(
unit1,
alignment1,
parentSize,
ratioSize,
contentSize
);
outPosition = (parentSize / 2.0f) - (contentSize / 2.0f) + valueAxis(
unit0,
alignment0,
parentSize,
ratioSize,
contentSize
);
break;
case UIAlignmentType::END:
outSize = valueAxis(
unit0,
alignment0,
parentSize,
ratioSize,
contentSize
);
outPosition = parentSize - outSize - valueAxis(
unit1,
alignment1,
parentSize,
ratioSize,
contentSize
);
break;
case UIAlignmentType::STRETCH:
outPosition = valueAxis(
unit0,
alignment0,
parentSize,
ratioSize,
contentSize
);
outSize = parentSize - (outPosition + valueAxis(
unit1,
alignment1,
parentSize,
ratioSize,
contentSize
));
break;
default:
assertUnreachable("Invalid UIAlignmentType");
}
};
bool_t heightFirst = (
alignUnit[0] == UIAlignmentUnit::RATIO ||
alignUnit[2] == UIAlignmentUnit::RATIO
);
if(heightFirst) {
// Align height first, this will define size.y which we can use as the ratio
// for the width/X axis alignment.
alignAxis(
alignY,
alignUnit[1],
alignUnit[3],
align[1],
align[3],
pSize.y,
0,
this->getContentHeight(),
position.y,
size.y
);
alignAxis(
alignX,
alignUnit[0],
alignUnit[2],
align[0],
align[2],
pSize.x,
size.y,
this->getContentWidth(),
position.x,
size.x
);
} else {
alignAxis(
alignX,
alignUnit[0],
alignUnit[2],
align[0],
align[2],
pSize.x,
0,
this->getContentWidth(),
position.x,
size.x
);
alignAxis(
alignY,
alignUnit[1],
alignUnit[3],
align[1],
align[3],
pSize.y,
size.x,
this->getContentHeight(),
position.y,
size.y
);
}
this->position += pPos;
this->eventAlignmentUpdated(position, size);
}
bool_t UIAlignableElement::hasExplicitWidth() {
if(size.x == 0.0f) return false;
if(
(alignX == UIAlignmentType::STRETCH) ||
(alignX == UIAlignmentType::END)
) {
return align[0] != UI_ALIGN_SIZE_AUTO;
}
return align[2] != UI_ALIGN_SIZE_AUTO;
}
bool_t UIAlignableElement::hasExplicitHeight() {
if(size.y == 0.0f) return false;
if(
(alignY == UIAlignmentType::STRETCH) ||
(alignY == UIAlignmentType::END)
) {
return align[1] != UI_ALIGN_SIZE_AUTO;
}
return align[3] != UI_ALIGN_SIZE_AUTO;
}
float_t UIAlignableElement::getWidth() {
if(hasExplicitWidth()) return size.x;
return getContentWidth();
}
float_t UIAlignableElement::getHeight() {
if(hasExplicitHeight()) return size.y;
return getContentHeight();
}
void UIAlignableElement::updateAlignment(
const glm::vec2 pPos,
const glm::vec2 pSize,
const float_t canvasScale
) {
this->updateSelfAlignment(pPos, pSize, canvasScale);
// Now update children alignment
auto children = getChildren();
for(auto &c : children) {
c->updateAlignment(this->position, this->size, canvasScale);
}
}

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@ -1,83 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UIElement.hpp"
namespace Dawn {
#define UI_ALIGN_SIZE_AUTO -1.0f
enum class UIAlignmentType {
START,
MIDDLE,
END,
STRETCH
};
enum class UIAlignmentUnit {
PIXEL,
SCALE,
PERCENT,
RATIO
};
class UIAlignableElement : public UIElement {
protected:
glm::vec2 position;
glm::vec2 size;
/**
* Updates the alignment of this element ONLY.
*
* @param parentPosition The position of the parent.
* @param parentSize The size of the parent.
* @param canvasScale The scale of the canvas.
*/
virtual void updateSelfAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
);
/**
* Returns true only if the width of this component is explicitly set.
*
* @return True if the width of this component is explicitly set.
*/
bool_t hasExplicitWidth();
/**
* Returns true only if the height of this component is explicitly set.
*
* @return True if the height of this component is explicitly set.
*/
bool_t hasExplicitHeight();
public:
// Primary alignment controls
glm::vec4 align = glm::vec4(0, 0, 0, 0);
enum UIAlignmentType alignX = UIAlignmentType::STRETCH;
enum UIAlignmentType alignY = UIAlignmentType::STRETCH;
enum UIAlignmentUnit alignUnit[4];
std::function<
void(const glm::vec2, const glm::vec2)
> eventAlignmentUpdated;
/**
* Constructor for the UIAlignableElement.
*/
UIAlignableElement();
float_t getWidth() override;
float_t getHeight() override;
void updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) override;
};
}

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@ -1,53 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIElement.hpp"
#include "assert/assert.hpp"
using namespace Dawn;
std::vector<std::shared_ptr<UIElement>> UIElement::getChildren() {
return {};
}
void UIElement::getSelfQuads(UICanvas &ctx) {
//Do nothing
}
float_t UIElement::getContentWidth() {
return 0.0f;
}
float_t UIElement::getContentHeight() {
return 0.0f;
}
float_t UIElement::getWidth() {
return this->getContentWidth();
}
float_t UIElement::getHeight() {
return this->getContentHeight();
}
void UIElement::getQuads(UICanvas &ctx) {
this->getSelfQuads(ctx);
auto children = getChildren();
for(auto &c : children) {
c->getQuads(ctx);
}
}
void UIElement::updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) {
auto children = getChildren();
for(auto &c : children) {
c->updateAlignment(parentPosition, parentSize, canvasScale);
}
}

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@ -1,80 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/UIShader.hpp"
#include "component/ui/UICanvas.hpp"
namespace Dawn {
class UIElement {
protected:
/**
* Virtual method overridden by the UIElement to get the quads for the
* component.
*
* @param alignment The alignment of this component.
* @param ctx The canvas to add the quads to.
*/
virtual void getSelfQuads(UICanvas &ctx);
public:
/**
* Overrided method by the UI Element that requests the minimum
* width of the content.
*
* @return The minimum width of the content.
*/
virtual float_t getContentWidth();
/**
* Overrided method by the UI Element that requests the minimum
* height of the content.
*
* @return The minimum height of the content.
*/
virtual float_t getContentHeight();
/**
* Returns the width of this component.
*
* @return The width of this component.
*/
virtual float_t getWidth();
/**
* Returns the height of this component.
*
* @return The height of this component.
*/
virtual float_t getHeight();
/**
* Virtual method overridden by the UIElement to get the children of
* this component.
*/
virtual std::vector<std::shared_ptr<UIElement>> getChildren();
/**
* Method called by the UICanvas to get the quads for this component.
*
* @param ctx The canvas to add the quads to.
*/
void getQuads(UICanvas &ctx);
/**
* Updates the alignment of this component based on the parent. Typically
* left to the UIAlignableElement to implement, default implementation
* does nothing but invoke children.
*
* @param parentPosition The position of the parent.
* @param parentSize The size of the parent.
*/
virtual void updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
);
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIMenu.hpp"
using namespace Dawn;
void UIMenu::setPosition(int32_t x, int32_t y) {
assertTrue(x >= 0, "X position must be greater than or equal to 0.");
assertTrue(y >= 0, "Y position must be greater than or equal to 0.");
assertTrue(x < columns, "X must be less than the number of columns.");
assertTrue(y < rows, "Y must be less than the number of rows.");
if(this->x == x && this->y == y) return;
this->x = x;
this->y = y;
eventPositionChanged.emit(x, y);
}
void UIMenu::setSize(int32_t columns, int32_t rows) {
assertTrue(columns > 0, "Columns must be greater than 0.");
assertTrue(rows > 0, "Rows must be greater than 0.");
assertTrue(columns > x, "Columns must be greater than current x position.");
assertTrue(rows > y, "Rows must be greater than current y position.");
if(this->columns == columns && this->rows == rows) return;
this->columns = columns;
this->rows = rows;
}
int32_t UIMenu::getX() {
return x;
}
int32_t UIMenu::getY() {
return y;
}
int32_t UIMenu::getColumns() {
return columns;
}
int32_t UIMenu::getRows() {
return rows;
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UIElement.hpp"
namespace Dawn {
class UIMenu final : public UIElement {
private:
int32_t x = 0;
int32_t y = 0;
int32_t columns = 1;
int32_t rows = 1;
public:
Event<int32_t, int32_t> eventPositionChanged;
/**
* Sets the position of this menu.
*
* @param x The x position of this menu.
* @param y The y position of this menu.
*/
void setPosition(int32_t x, int32_t y);
/**
* Sets the size of this menu.
*
* @param columns The number of columns in this menu.
* @param rows The number of rows in this menu.
*/
void setSize(int32_t columns, int32_t rows);
/**
* Gets the x position of this menu.
*
* @return The x position of this menu.
*/
int32_t getX();
/**
* Gets the y position of this menu.
*
* @return The y position of this menu.
*/
int32_t getY();
/**
* Gets the number of columns in this menu.
*
* @return The number of columns in this menu.
*/
int32_t getColumns();
/**
* Gets the number of rows in this menu.
*
* @return The number of rows in this menu.
*/
int32_t getRows();
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UISubAlignableElement.hpp"
using namespace Dawn;
void UISubAlignableElement::updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) {
UIAlignableElement::updateAlignment(parentPosition, parentSize, canvasScale);
switch(this->subAlignX) {
case UISubAlignment::START:
this->subAlignedPosition.x = this->position.x;
break;
case UISubAlignment::MIDDLE:
this->subAlignedPosition.x = (
this->position.x +
(this->size.x / 2.0f) -
(this->getContentWidth() / 2.0f)
);
break;
case UISubAlignment::END:
this->subAlignedPosition.x = (
this->position.x +
this->size.x -
this->getContentWidth()
);
break;
default:
assertUnreachable("Unknown UISubAlignment!");
}
switch(this->subAlignY) {
case UISubAlignment::START:
this->subAlignedPosition.y = this->position.y;
break;
case UISubAlignment::MIDDLE:
this->subAlignedPosition.y = (
this->position.y +
(this->size.y / 2.0f) -
(this->getContentHeight() / 2.0f)
);
break;
case UISubAlignment::END:
this->subAlignedPosition.y = (
this->position.y +
this->size.y -
this->getContentHeight()
);
break;
default:
assertUnreachable("Unknown UISubAlignment!");
}
this->eventSubAlignmentUpdated.emit(this->subAlignedPosition);
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UIAlignableElement.hpp"
namespace Dawn {
enum class UISubAlignment {
START,
MIDDLE,
END
};
class UISubAlignableElement : public UIAlignableElement {
protected:
glm::vec2 subAlignedPosition;
public:
Event<glm::vec2> eventSubAlignmentUpdated;
enum UISubAlignment subAlignX = UISubAlignment::START;
enum UISubAlignment subAlignY = UISubAlignment::START;
void updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) override;
};
}

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

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@ -1,36 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "assert/assert.hpp"
#include "UIColumnContainer.hpp"
using namespace Dawn;
void UIColumnContainer::updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) {
this->updateSelfAlignment(parentPosition, parentSize, canvasScale);
// Now we have our dimensions, divide evenly
auto children = this->getChildren();
float_t x = 0.0f;
float_t xPiece = this->size.x / (float_t)children.size();
// Update all children
for(auto &child : children) {
child->updateAlignment(
this->position + glm::vec2(x, 0),
glm::vec2(
xPiece,
this->size.y
),
canvasScale
);
x += xPiece;
}
}

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@ -1,18 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/container/UIContainer.hpp"
namespace Dawn {
class UIColumnContainer final : public UIContainer {
public:
void updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) override;
};
}

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@ -1,47 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "assert/assert.hpp"
#include "UIContainer.hpp"
using namespace Dawn;
std::vector<std::shared_ptr<UIElement>> UIContainer::getChildren() {
return this->children;
}
float_t UIContainer::getContentWidth() {
float_t width = 0;
auto children = this->getChildren();
for(auto child : children) {
width = Math::max(width, child->getWidth());
}
return width;
}
float_t UIContainer::getContentHeight() {
float_t height = 0;
auto children = this->getChildren();
for(auto child : children) {
height = Math::max(height, child->getHeight());
}
return height;
}
void UIContainer::appendChild(std::shared_ptr<UIElement> child) {
assertNotNull(child, "Cannot append a null child!");
this->children.push_back(child);
}
void UIContainer::removeChild(std::shared_ptr<UIElement> child) {
assertNotNull(child, "Cannot remove a null child!");
auto it = std::find(this->children.begin(), this->children.end(), child);
if(it == this->children.end()) return;
this->children.erase(it);
}
void UIContainer::clearChildren() {
this->children.clear();
}

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@ -1,39 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UIAlignableElement.hpp"
namespace Dawn {
class UIContainer : public UIAlignableElement {
private:
std::vector<std::shared_ptr<UIElement>> children;
public:
std::vector<std::shared_ptr<UIElement>> getChildren() override;
float_t getContentWidth() override;
float_t getContentHeight() override;
/**
* Appends a child to this container.
*
* @param child Child to append.
*/
void appendChild(std::shared_ptr<UIElement> child);
/**
* Removes a child from this container.
*
* @param child Child to remove.
*/
void removeChild(std::shared_ptr<UIElement> child);
/**
* Removes all children from this container.
*/
void clearChildren();
};
}

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@ -1,38 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIPaddingContainer.hpp"
using namespace Dawn;
float_t UIPaddingContainer::getContentWidth() {
float_t width = 0.0f;
for(auto &child : getChildren()) {
width = Math::max(width, child->getWidth());
}
return width + padding.x + padding.z;
}
float_t UIPaddingContainer::getContentHeight() {
float_t height = 0.0f;
for(auto &child : getChildren()) {
height = Math::max(height, child->getHeight());
}
return height + padding.y + padding.w;
}
void UIPaddingContainer::updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) {
glm::vec2 childPosition = parentPosition + glm::vec2(padding.x, padding.y);
glm::vec2 childSize = parentSize - glm::vec2(padding.x + padding.z, padding.y + padding.w);
auto children = getChildren();
for(auto &child : children) {
child->updateAlignment(childPosition, childSize, canvasScale);
}
}

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@ -1,22 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/container/UIContainer.hpp"
namespace Dawn {
class UIPaddingContainer final : public UIContainer {
public:
glm::vec4 padding = { 0, 0, 0, 0 };
float_t getContentWidth() override;
float_t getContentHeight() override;
void updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) override;
};
}

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@ -1,51 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIRowContainer.hpp"
using namespace Dawn;
float_t UIRowContainer::getContentWidth() {
float_t width = 0.0f;
for(auto &child : this->getChildren()) {
width = Math::max(width, child->getWidth());
}
return width;
}
float_t UIRowContainer::getContentHeight() {
float_t height = 0.0f;
for(auto &child : this->getChildren()) {
height += child->getHeight();
}
return height;
}
void UIRowContainer::updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) {
this->updateSelfAlignment(parentPosition, parentSize, canvasScale);
// Now we have our dimensions, divide evenly
auto children = this->getChildren();
float_t y = 0.0f;
float_t yPiece = this->size.y / (float_t)children.size();
// Update all children
for(auto &child : children) {
child->updateAlignment(
this->position + glm::vec2(0, y),
glm::vec2(
this->size.x,
yPiece
),
canvasScale
);
y += yPiece;
}
}

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@ -1,20 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/container/UIContainer.hpp"
namespace Dawn {
class UIRowContainer final : public UIContainer {
public:
float_t getContentWidth() override;
float_t getContentHeight() override;
void updateAlignment(
const glm::vec2 parentPosition,
const glm::vec2 parentSize,
const float_t canvasScale
) override;
};
}

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

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@ -1,175 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UILabel.hpp"
using namespace Dawn;
void UILabel::getSelfQuads(UICanvas &ctx) {
std::vector<struct UIShaderQuad> quads;
if(this->texture == nullptr || this->text.empty()) return;
glm::vec4 quad;
glm::vec2 pos = glm::vec2(0, this->texture->fontSize);
bool_t lastCharWasSpace = false;
for(size_t i = 0; i < text.size(); i++) {
wchar_t c = text[i];
auto info = texture->getCharacterData(c);
// Newline(s)
if(c == L'\n') {
pos.x = 0;
pos.y += this->texture->fontSize;
continue;
}
// Spaces
if(c == L' ') {
pos.x += info.advance.x;
lastCharWasSpace = true;
continue;
}
// Word Wrap
if(wordWrap) {
if(lastCharWasSpace) {
// Scan ahead to next space
float_t wordWidth = pos.x;// Start at current position and scan ahead.
for(size_t j = i; j < text.size(); j++) {
wchar_t c2 = text[j];
if(c2 == L' ' || c2 == L'\n') {
break;// If we hit another space, we are OK.
}
// Will this character fit on the row? If not the whole word will wrap.
auto info2 = texture->getCharacterData(c);
wordWidth += info.advance.x;
if(wordWidth > size.x) {
pos.x = 0;
pos.y += this->texture->fontSize;
break;
}
}
lastCharWasSpace = false;
}
// } else if(pos.x + info.size.x > subAlignedPosition.x + size.x) {
// // Not word wrap, but instead just overflow characters.
// pos.x = 0;
// pos.y += this->texture->fontSize;
}
ctx.addQuad(
{
subAlignedPosition.x + pos.x + info.offset.x,
subAlignedPosition.y + pos.y + info.offset.y,
subAlignedPosition.x + pos.x + info.size.x + info.offset.x,
subAlignedPosition.y + pos.y + info.size.y + info.offset.y
},
{
info.quad.x,
info.quad.y,
info.quad.z,
info.quad.w
},
this->color,
UIShaderQuadStyle::FONT,
texture->texture
);
pos += info.advance;
}
}
float_t UILabel::getContentWidth() {
if(this->texture == nullptr || this->text.empty()) return 0.0f;
float_t lineWidth = 0.0f;
float_t width = 0.0f;
for(wchar_t c : text) {
if(c == L'\n') {
width = Math::max<float_t>(width, lineWidth);
lineWidth = 0.0f;
continue;
}
auto info = texture->getCharacterData(c);
lineWidth += info.advance.x;
if(
this->hasExplicitWidth() &&
lineWidth >= size.x
) return size.x;
}
width = Math::max<float_t>(width, lineWidth);
return width;
}
float_t UILabel::getContentHeight() {
if(this->texture == nullptr || this->text.empty()) return 0.0f;
float_t height = this->texture->fontSize;
float_t lineWidth = 0.0f;
bool_t lastCharWasSpace = false;
for(wchar_t c : text) {
if(c == L'\n') {
height += this->texture->fontSize;
continue;
}
auto info = texture->getCharacterData(c);
if(c == L' ') {
lineWidth += info.advance.x;
lastCharWasSpace = true;
continue;
}
if(wordWrap) {
if(lastCharWasSpace) {
// Scan ahead to next space
float_t wordWidth = lineWidth;// Start at current position and scan ahead.
for(size_t j = 0; j < text.size(); j++) {
wchar_t c2 = text[j];
if(c2 == L' ' || c2 == L'\n') {
break;// If we hit another space, we are OK.
}
// Will this character fit on the row? If not the whole word will wrap.
auto info2 = texture->getCharacterData(c);
wordWidth += info.advance.x;
if(wordWidth > size.x) {
height += this->texture->fontSize;
lineWidth = 0.0f;
break;
}
}
lastCharWasSpace = false;
}
// } else if(lineWidth + info.size.x > size.x) {
// height += this->texture->fontSize;
// lineWidth = 0.0f;
}
}
return height;
}
std::shared_ptr<TrueTypeTexture> UILabel::getFont() {
return this->texture;
}
std::wstring UILabel::getText() {
return this->text;
}
void UILabel::setFont(std::shared_ptr<TrueTypeTexture> texture) {
this->texture = texture;
}
void UILabel::setText(const std::wstring &text) {
this->text = text;
}

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@ -1,54 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UISubAlignableElement.hpp"
#include "display/font/TrueTypeTexture.hpp"
namespace Dawn {
class UILabel final : public UISubAlignableElement {
private:
std::shared_ptr<TrueTypeTexture> texture = nullptr;
std::wstring text = L"Hello World";
protected:
void getSelfQuads(UICanvas &ctx) override;
public:
bool_t wordWrap = true;
struct Color color = COLOR_WHITE;
float_t getContentWidth() override;
float_t getContentHeight() override;
/**
* Returns the font used for this label.
*
* @return The font used for this label.
*/
std::shared_ptr<TrueTypeTexture> getFont();
/**
* Returns the text used for this label.
*
* @return The text used for this label.
*/
std::wstring getText();
/**
* Sets the font to use for this label.
*
* @param texture TrueType texture to use for this label.
*/
void setFont(std::shared_ptr<TrueTypeTexture> texture);
/**
* Sets the text to use for this label.
*
* @param text The text to use for this label.
*/
void setText(const std::wstring &text);
};
}

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@ -1,19 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "UIRectangle.hpp"
using namespace Dawn;
void UIRectangle::getSelfQuads(UICanvas &ctx) {
std::vector<struct UIShaderQuad> quads;
ctx.addQuad(
glm::vec4(position, position + size),
uv,
color,
UIShaderQuadStyle::TEXTURED,
texture
);
}

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@ -1,19 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UIAlignableElement.hpp"
namespace Dawn {
class UIRectangle final : public UIAlignableElement {
protected:
void getSelfQuads(UICanvas &ctx) override;
public:
struct Color color = COLOR_WHITE;
std::shared_ptr<Texture> texture = nullptr;
glm::vec4 uv = glm::vec4(0,0,1,1);
};
}

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@ -1,42 +0,0 @@
{
"main_menu": {
"new_game": "New Game",
"load_game": "Load Game",
"options": "Options",
"exit": "Exit"
},
"tiles": {
"water": {
"interact": "A refreshing body of water."
},
"lamp": {
"interact": "An electric lamp.\nA real lightbulb idea."
},
"rail": {
"interact": "Train tracks.\n...Better not cross them."
}
},
"entities": {
"sign": {
"name": "Sign"
}
},
"maps": {
"testmap": {
"bob": "Hello, I am Bob.",
"sign": "This is a sign.",
"sign2": {
"1": "This is another sign.",
"2": "It has two lines."
}
},
"train_station": {
"stair_sign": {
"0": "Stairs slippery when wet.\n\n<- West to Town.\n-> East to lakefront."
}
}
},
"battle": {
"start": "Battle Start!"
}
}

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@ -1,8 +0,0 @@
{
"name": "Test Map",
"layers": [
{
}
]
}

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@ -1,8 +0,0 @@
{
"assets": {
"simpleTexturedShader": {
"type": "shader",
"path": "shaders/simple-textured.shader"
}
}
}

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@ -1,26 +0,0 @@
{
"name": "Rosa",
"assets": {
"rosa": {
"type": "texture",
"path": "rosa.texture"
}
},
"components": {
"mesh": {
"type": "QuadMesh"
},
"material": {
"type": "SimpleTexturedMaterial",
"texture": "rosa"
},
"meshRenderer": {
"type": "MeshRenderer"
},
"entity": {
"type": "RPGEntity"
}
}
}

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@ -1,29 +0,0 @@
{
"name": "Rosa",
"assets": {
"rosa": {
"type": "texture",
"path": "rosa.texture"
}
},
"components": {
"mesh": {
"type": "QuadMesh"
},
"material": {
"type": "SimpleTexturedMaterial",
"texture": "rosa"
},
"meshRenderer": {
"type": "MeshRenderer"
},
"entity": {
"type": "RPGEntity"
},
"player": {
"type": "RPGPlayer"
}
}
}

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@ -1,47 +0,0 @@
{
"name": "Test RPG Scene",
"assets": {
"rosa": {
"type": "prefab",
"path": "prefabs/rosa.json"
},
"npc": {
"type": "prefab",
"path": "prefabs/npc.json"
},
"rosatext": {
"type": "texture",
"path": "rosa.texture"
},
"simpleTexturedShader": {
"type": "shader",
"path": "shaders/simple-textured.slang"
}
},
"items": {
"camera": {
"components": {
"camera": {
"type": "camera"
}
}
},
"rosa": {
"prefab": "rosa",
"position": [ 0, 0, 0 ],
"components": {
"player": {
"camera": "camera"
}
}
},
"npc": {
"prefab": "npc",
"position": [ 32, 0, 0 ]
}
}
}

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@ -1,53 +0,0 @@
uniform float4x4 projection;
uniform float4x4 view;
uniform float4x4 model;
uniform float4 color;
uniform bool hasTexture;
uniform Sampler2D texture;
struct AssembledVertex {
float3 position : POSITION;
float2 texcoord : TEXCOORD;
};
struct Fragment {
float4 color;
};
struct VertexStageOutput {
float2 uv : UV;
float4 sv_position : SV_Position;
};
[shader("vertex")]
VertexStageOutput vertexMain(
AssembledVertex assembledVertex
) {
VertexStageOutput output;
float3 position = assembledVertex.position;
output.uv = assembledVertex.texcoord;
output.sv_position = mul(
float4(position, 1.0),
mul(model, mul(view, projection))
);
return output;
}
[shader("fragment")]
Fragment fragmentMain(
float2 uv: UV
) : SV_Target {
Fragment output;
if (hasTexture) {
output.color = texture.Sample(uv) * color;
} else {
output.color = color;
}
return output;
}

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@ -1,74 +0,0 @@
# Copyright (c) 2021 Dominic Msters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
include(FetchContent)
# GLFW
FetchContent_Declare(glfw URL https://github.com/glfw/glfw/releases/download/3.4/glfw-3.4.zip)
FetchContent_MakeAvailable(glfw)
add_subdirectory(glad)
# GLM
FetchContent_Declare(
glm
GIT_REPOSITORY https://github.com/g-truc/glm
GIT_TAG 0af55ccecd98d4e5a8d1fad7de25ba429d60e863
)
FetchContent_MakeAvailable(glm)
# FreeType
FetchContent_Declare(
freetype
GIT_REPOSITORY https://gitlab.freedesktop.org/freetype/freetype
GIT_TAG VER-2-13-3
)
FetchContent_MakeAvailable(freetype)
#LibArchive
FetchContent_Declare(
libarchive
GIT_REPOSITORY https://github.com/libarchive/libarchive
GIT_TAG v3.7.6
)
FetchContent_MakeAvailable(libarchive)
# JSON
FetchContent_Declare(
json
URL https://github.com/nlohmann/json/releases/download/v3.11.3/json.tar.xz
)
FetchContent_MakeAvailable(json)
# JOLT Physics
if(DAWN_ENABLE_PHYSICS)
FetchContent_Declare(
JoltPhysics
GIT_REPOSITORY "https://github.com/jrouwe/JoltPhysics"
GIT_TAG "v5.2.0"
SOURCE_SUBDIR "Build"
)
FetchContent_MakeAvailable(JoltPhysics)
endif()
# SLANG
set(SLANG_ENABLE_GFX ON CACHE BOOL "Enable GFX" FORCE)
FetchContent_Declare(
slang
GIT_REPOSITORY https://github.com/shader-slang/slang
GIT_TAG v2024.17
)
FetchContent_MakeAvailable(slang)
# OpenAL
# if(DAWN_TARGET_OPENAL)
# set(LIBTYPE "STATIC")
# add_subdirectory(openal-soft)
# set(BUILD_TESTS OFF CACHE BOOL "Build tests" FORCE)
# set(BUILD_EXAMPLES OFF CACHE BOOL "Build examples" FORCE)
# add_subdirectory(AudioFile)
# endif()

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cmake_minimum_required(VERSION 3.11)
project(glad)
set(CMAKE_C_STANDARD 99)
set(CMAKE_C_STANDARD_REQUIRED ON)
add_library(${PROJECT_NAME}
src/glad.c
)
target_include_directories(${PROJECT_NAME}
PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}/include
)

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@ -1,311 +0,0 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

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@ -1,34 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Build Project
add_executable(${DAWN_TARGET_NAME})
# Validate game project includes the target name
if(NOT DEFINED DAWN_TARGET_NAME)
message(FATAL_ERROR "You need to define a target name")
endif()
# Add in base library
add_subdirectory(dawn)
add_subdirectory(dawnrpg)
if(DAWN_ENABLE_PHYSICS)
add_subdirectory(dawnphysics)
endif()
# Host Libraries
target_link_libraries(${DAWN_TARGET_NAME}
PUBLIC
${DAWN_BUILD_HOST_LIBS}
)
# Compile support targets
add_subdirectory(dawnglfw)
add_subdirectory(dawnopengl)
add_subdirectory(dawnlinux)
# Compress the game assets.
add_dependencies(${DAWN_TARGET_NAME} dawnassets)

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@ -1,48 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Libraries
target_link_libraries(${DAWN_TARGET_NAME}
PUBLIC
archive_static
glm::glm
nlohmann_json::nlohmann_json
freetype
slang
)
# Includes
target_include_directories(${DAWN_TARGET_NAME}
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
# Definitions
target_compile_definitions(${DAWN_TARGET_NAME}
PUBLIC
DAWN_DEBUG_SHADERS=$<BOOL:${DAWN_DEBUG_SHADERS}>
)
# Subdirs
add_subdirectory(assert)
add_subdirectory(asset)
add_subdirectory(audio)
add_subdirectory(component)
add_subdirectory(display)
add_subdirectory(environment)
add_subdirectory(game)
add_subdirectory(locale)
add_subdirectory(save)
add_subdirectory(scene)
add_subdirectory(settings)
add_subdirectory(time)
add_subdirectory(util)
# Assets
tool_copy(en en.json)
tool_copy(simpleTexturedShader shaders/simple-textured.slang)
add_dependencies(${DAWN_TARGET_NAME} dawnassets)

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@ -1,9 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
assert.cpp
)

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@ -1,35 +0,0 @@
/**
* Copyright (c) 2022 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assert.hpp"
void assertTrueImplement(
const char *file,
const int32_t line,
const char *func,
const bool_t result,
const char *message,
...
) {
if(result) return;
// Print file info.
fprintf(
stderr,
"Assert failed in %s:%i :: %s\n",
file,
line,
func
);
va_list argptr;
va_start(argptr, message);
vfprintf(stderr, message, argptr);
va_end(argptr);
fprintf(stderr, "\n");
throw std::runtime_error("Assert failed.");
}

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@ -1,126 +0,0 @@
/**
* Copyright (c) 2022 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "util/Flag.hpp"
/**
* Asserts that a given statement must evaluate to true or the assertion fails
* and the game will close semi-gracefully.
*
* @param file String filename of the file that has the assertion.
* @param line Integer line number within the file that the assertion is on.
* @param func Called function that has the assertion.
* @param result The statement that must equate to true.
* @param message Message (sprintf format) to send to the stdout.
* @param ... Varargs of the sprintf arguments.
*/
void assertTrueImplement(
const char *file,
const int32_t line,
const char *func,
const bool_t result,
const char *message,
...
);
/**
* Asserts that a statement must be true in order for the assertion to not cause
* an error. Basically this is a throw statement in disguise.
*
* @param statement Statement of the assertion.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertTrue(...) assertTrueImplement( \
__FILE__, __LINE__, __func__, __VA_ARGS__ \
)
/**
* Asserts that a statement must be false in order for the assertion to not
* cause an error.
*
* @param statement Statement of the assertion.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertFalse(x, ...) assertTrue(!(x), __VA_ARGS__)
/**
* Asserts that a specified piece of code should be entirely unreachable.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertUnreachable(...) assertTrue(false, __VA_ARGS__)
/**
* Asserts that a given pointer is not null.
* @param x Pointer to check.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertNotNull(x, ...) assertTrue(x != nullptr, __VA_ARGS__)
/**
* Asserts that a given pointer is null.
* @param x Pointer to check.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertNull(x, ...) assertTrue(x == nullptr, __VA_ARGS__)
/**
* Asserts that a given map has a specific key.
* @param map Map to check.
* @param key Key to check for.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertMapHasKey(map, key, ...) assertTrue( \
map.find(key) != map.end(), __VA_ARGS__ \
)
/**
* Asserts that a given map does not have a specific key.
* @param map Map to check.
* @param key Key to check for.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertMapNotHasKey(map, key, ...) assertTrue( \
map.find(key) == map.end(), __VA_ARGS__ \
)
/**
* Asserts that a given value has a specific flag turned off.
*
* @param value Value to check.
* @param flag Flag to check for.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertFlagOff(value, flag, ...) assertTrue( \
Flag::isOff(value, flag), __VA_ARGS__ \
)
/**
* Asserts that a given value has a specific flag turned on.
*
* @param value Value to check.
* @param flag Flag to check for.
* @param message Message (sprintf format) to send to the logger.
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertFlagOn(value, flag, ...) assertTrue( \
Flag::isOn(value, flag), __VA_ARGS__ \
)
/**
* Asserts that the current code is deprecated and should not be used anymore.
* @deprecated
*/
#define assertDeprecated(...) assertUnreachable(__VA_ARGS__)

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@ -1,230 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "assert/assert.hpp"
#include "AssetDataLoader.hpp"
#include "util/Math.hpp"
using namespace Dawn;
ssize_t assetDataLoaderArchiveRead(
struct archive *archive,
void *d,
const void **buffer
) {
assertNotNull(archive, "Archive is NULL!");
assertNotNull(d, "Data is NULL!");
assertNotNull(buffer, "Buffer is NULL!");
AssetDataLoader *loader = (AssetDataLoader*)d;
*buffer = loader->buffer;
size_t read = fread(
loader->buffer, 1, ASSET_LOADER_BUFFER_SIZE, loader->assetArchiveFile
);
if(ferror(loader->assetArchiveFile)) return ARCHIVE_FATAL;
return read;
}
int64_t assetDataLoaderArchiveSeek(
struct archive *archive,
void *d,
int64_t offset,
int32_t whence
) {
assertNotNull(archive, "Archive is NULL!");
assertNotNull(d, "Data is NULL!");
assertTrue(offset > 0, "Offset must be greater than 0!");
AssetDataLoader *loader = (AssetDataLoader*)d;
int32_t ret = fseek(loader->assetArchiveFile, offset, whence);
assertTrue(ret == 0, "Failed to seek!");
return ftell(loader->assetArchiveFile);
}
int32_t assetDataLoaderArchiveOpen(struct archive *a, void *d) {
assertNotNull(a, "Archive is NULL!");
assertNotNull(d, "Data is NULL!");
AssetDataLoader *loader = (AssetDataLoader*)d;
int32_t ret = fseek(loader->assetArchiveFile, 0, SEEK_SET);
assertTrue(ret == 0, "Failed to seek to start of file!");
return ARCHIVE_OK;
}
int32_t assetDataLoaderArchiveClose(struct archive *a, void *d) {
assertNotNull(a, "Archive is NULL!");
assertNotNull(d, "Data is NULL!");
return assetDataLoaderArchiveOpen(a, d);
}
// // // // // // // // // // // // // // // // // // // // // // // // // // //
AssetDataLoader::AssetDataLoader(const std::string &fileName) :
fileName(fileName)
{
assertTrue(
fileName.size() > 0,
"IAssetDataLoader::IAssetDataLoader: fileName must be greater than 0"
);
}
size_t AssetDataLoader::getSize() {
assertTrue(this->assetArchiveEntry != nullptr, "Entry is NULL!");
assertTrue(
archive_entry_size_is_set(assetArchiveEntry),
"Entry size is not set!"
);
return archive_entry_size(assetArchiveEntry);
}
size_t AssetDataLoader::getPosition() {
assertNotNull(this->assetArchiveFile, "File is not open!");
return this->position;
}
std::string AssetDataLoader::getEntireContentsAsString() {
if(!this->isOpen()) {
this->open();
} else {
this->rewind();
}
std::string buffer;
buffer.resize(this->getSize());
this->read((uint8_t*)buffer.data(), buffer.size());
this->close();
return buffer;
}
bool_t AssetDataLoader::isOpen() {
return this->assetArchive != nullptr;
}
void AssetDataLoader::open() {
assertNull(this->assetArchiveFile, "File is already open");
assertNull(this->assetArchive, "Archive is already open");
assertNull(this->assetArchiveEntry, "Entry is already open");
this->assetArchiveFile = this->openAssetArchiveFile();
assertNotNull(this->assetArchiveFile, "Failed to open archive file!");
// Open archive reader
assetArchive = archive_read_new();
assertNotNull(assetArchive, "Failed to create archive reader");
// Set up the reader
archive_read_support_format_tar(assetArchive);
// Open reader
archive_read_set_open_callback(assetArchive, &assetDataLoaderArchiveOpen);
archive_read_set_read_callback(assetArchive, &assetDataLoaderArchiveRead);
archive_read_set_seek_callback(assetArchive, &assetDataLoaderArchiveSeek);
archive_read_set_close_callback(assetArchive, &assetDataLoaderArchiveClose);
archive_read_set_callback_data(assetArchive, this);
int32_t ret = archive_read_open1(assetArchive);
assertTrue(ret == ARCHIVE_OK, "Failed to open archive!");
position = 0;
// Iterate over each file to find the one for this asset loader.
while(archive_read_next_header(assetArchive, &assetArchiveEntry)==ARCHIVE_OK){
const char_t *headerFile = (char_t*)archive_entry_pathname(
assetArchiveEntry
);
if(std::string(headerFile) == this->fileName) return;
int32_t ret = archive_read_data_skip(assetArchive);
assertTrue(ret == ARCHIVE_OK, "Failed to skip data!");
}
assertUnreachable("Failed to find file!");
}
int32_t AssetDataLoader::close() {
assertNotNull(this->assetArchiveFile, "File is NULL");
assertNotNull(this->assetArchive, "Archive is NULL!");
assertNotNull(this->assetArchiveEntry, "Entry is NULL!");
// Close the archive
int32_t ret = archive_read_free(this->assetArchive);
assertTrue(ret == ARCHIVE_OK, "Failed to close archive!");
this->assetArchive = nullptr;
this->assetArchiveEntry = nullptr;
// Close the file
int32_t res = fclose(this->assetArchiveFile);
this->assetArchiveFile = nullptr;
return res;
}
size_t AssetDataLoader::read(uint8_t *buffer, const size_t &size) {
assertNotNull(buffer, "Buffer is NULL!");
assertTrue(size > 0, "Size must be greater than 0!");
assertNotNull(this->assetArchive, "Archive is NULL!");
assertNotNull(this->assetArchiveEntry, "Entry is NULL!");
ssize_t read = archive_read_data(this->assetArchive, buffer, size);
this->position += read;
if(read == ARCHIVE_FATAL) {
assertUnreachable(archive_error_string(this->assetArchive));
}
assertTrue(read != ARCHIVE_RETRY, "Failed to read data (RETRY)!");
assertTrue(read != ARCHIVE_WARN, "Failed to read data (WARN)!");
return read;
}
size_t AssetDataLoader::readUntil(
uint8_t *buffer,
const size_t maxSize,
const char_t delimiter
) {
size_t totalRead = this->read(buffer, maxSize);
size_t i = 0;
while(i < totalRead) {
if(buffer[i] == delimiter) break;
i++;
}
buffer[i++] = '\0';
return i;
}
size_t AssetDataLoader::skip(const size_t &n) {
assertTrue(n >= 0, "Byte count must be greater than 0.");
assertTrue(n < (this->getSize() - this->position), "Cannot skip past EOF!");
uint8_t dumpBuffer[ASSET_LOADER_BUFFER_SIZE];
size_t skipped = 0;
size_t n2, n3, n4;
n4 = n;
while(n4 != 0) {
n2 = Math::min<size_t>(n4, ASSET_LOADER_BUFFER_SIZE);
n3 = this->read(dumpBuffer, n2);
assertTrue(n3 == n2, "Failed to skip bytes!");
n4 -= n3;
}
return skipped;
}
size_t AssetDataLoader::setPosition(const size_t position) {
assertTrue(position >= 0, "Position must be greater than or equal to 0");
this->rewind();
return this->skip(position);
}
void AssetDataLoader::rewind() {
assertTrue(this->isOpen(), "Asset is not open!");
if(this->position == 0) return;
// TODO: See if I can optimize this
this->close();
this->open();
}
AssetDataLoader::~AssetDataLoader() {
if(this->assetArchiveFile != nullptr) this->close();
}

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@ -1,180 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawn.hpp"
extern "C" {
#include <archive.h>
#include <archive_entry.h>
}
#define ASSET_LOADER_BUFFER_SIZE 32768
/**
* Method invoked by the libarchive internals to read bytes from the archive
* file pointer.
*
* @param archive Archive requesting the read.
* @param data Data pointer passed to the archive.
* @param buffer Pointer to where the buffer pointer should be stored.
* @return Count of bytes read.
*/
ssize_t assetDataLoaderArchiveRead(
struct archive *archive,
void *data,
const void **buffer
);
/**
* Method invoked by the libarchive internals to seek the archive file pointer.
*
* @param archive Archive requesting the seek.
* @param data Data pointer passed to the archive.
* @param offset Offset to seek to.
* @param whence Whence to seek from.
* @return The new offset.
*/
int64_t assetDataLoaderArchiveSeek(
struct archive *archive,
void *data,
int64_t offset,
int32_t whence
);
/**
* Method invoked by the libarchive internals to open the archive file pointer.
*
* @param archive Archive requesting the open.
* @param data Data pointer passed to the archive.
* @return 0 if success, otherwise for failure.
*/
int32_t assetDataLoaderArchiveOpen(struct archive *a, void *data);
/**
* Method invoked by the libarchive internals to close the archive file pointer.
*
* @param archive Archive requesting the close.
* @param data Data pointer passed to the archive.
* @return 0 if success, otherwise for failure.
*/
int32_t assetDataLoaderArchiveClose(struct archive *a, void *data);
namespace Dawn {
class AssetDataLoader {
protected:
struct archive *assetArchive = nullptr;
struct archive_entry *assetArchiveEntry = nullptr;
size_t position;
std::string fileName;
public:
uint8_t buffer[ASSET_LOADER_BUFFER_SIZE];
FILE *assetArchiveFile = nullptr;
/**
* Unimplemented method intended to be implemented by the platform that
* will be used to request a File pointer to the asset.
*
* @return Pointer to the opened asset archive.
*/
FILE * openAssetArchiveFile();
/**
* Create a new asset loader. Asset Loaders can be used to load data from
* a file in a myriad of ways.
*
* @param fileName File name of the asset that is to be loaded.
*/
AssetDataLoader(const std::string &filename);
/**
* Get the size of the asset.
* @return The size of the asset in bytes.
*/
size_t getSize();
/**
* Returns the current position of the read head.
*
* @return The current read head position.
*/
size_t getPosition();
/**
* Get the entire contents of the asset as a string.
*
* @return The entire contents of the asset as a string.
*/
std::string getEntireContentsAsString();
/**
* Check if the asset is open.
*
* @return True if the asset is open, otherwise false.
*/
bool_t isOpen();
/**
* Platform-centric method to open a file buffer to an asset.
*/
void open();
/**
* Closes the previously ppened asset.
* @return 0 if successful, otherwise false.
*/
int32_t close();
/**
* Read bytes from buffer.
* @param buffer Pointer to a ubyte array to buffer data into.
* @param size Length of the data buffer (How many bytes to read).
* @return The count of bytes read.
*/
size_t read(uint8_t *buffer, const size_t &size);
/**
* Reads bytes from the buffer until a given delimiter is found. Returned
* position will be the index of the delimiter within the buffer.
*
* @param buffer Buffer to read into.
* @param maxSize Maximum size of the buffer.
* @param delimiter Delimiter to read until.
* @return The count of bytes read (including null terminator)
*/
size_t readUntil(
uint8_t *buffer,
const size_t maxSize,
const char_t delimiter
);
/**
* Skips the read head forward to a given position.
*
* @param n Count of bytes to progress the read head by.
* @return Count of bytes progressed.
*/
size_t skip(const size_t &n);
/**
* Rewind the read head to the beginning of the file.
*/
void rewind();
/**
* Sets the absolute position of the read head within the buffer of the
* file.
*
* @param absolutePosition Absolute position to set the read head to.
*/
size_t setPosition(const size_t absolutePosition);
/**
* Cleanup the asset loader.
*/
virtual ~AssetDataLoader();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "AssetLoader.hpp"
#include "assert/assert.hpp"
#include "asset/AssetManager.hpp"
using namespace Dawn;
const std::string AssetLoader::ASSET_TYPE = "unknown";
AssetLoader::AssetLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
assetManager(assetManager),
name(name)
{
assertNotNull(assetManager, "AssetManager cannot be null");
assertTrue(name.size() > 0, "Name cannot be empty");
std::cout << "Loading: " << name << std::endl;
}
std::shared_ptr<AssetManager> AssetLoader::getAssetManager() {
auto am = this->assetManager.lock();
assertNotNull(am, "AssetManager is null");
return am;
}
void AssetLoader::loadImmediately() {
while(!this->loaded) {
this->getAssetManager()->update();
}
}
AssetLoader::~AssetLoader() {
this->loaded = false;
std::cout << "Unloading: " << name << std::endl;
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawn.hpp"
namespace Dawn {
class AssetManager;
class AssetLoader {
private:
std::weak_ptr<AssetManager> assetManager;
public:
std::string typetest;
const static std::string ASSET_TYPE;
const std::string name;
bool_t loaded = false;
/**
* Create an abstract Asset object.
*
* @param name Name of the asset.
*/
AssetLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
/**
* Virtual function that will be called by the asset manager on a
* synchronous basis. This will only trigger if the blocks are false and
* the loaded is also false.
*/
virtual void updateSync() = 0;
/**
* Virtual function called by the asset manager asynchronously every tick.
* This will only trigger if blocks are false and the loaded state is also
* false.
*/
virtual void updateAsync() = 0;
/**
* Returns the asset type.
*
* @return The asset type.
*/
virtual std::string getAssetType() const = 0;
/**
* Returns the asset manager.
*
* @return The asset manager.
*/
std::shared_ptr<AssetManager> getAssetManager();
/**
* Load the asset immediately, this is blocking on the main thread.
*/
void loadImmediately();
/**
* Dispose the asset item.
*/
virtual ~AssetLoader();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "AssetManager.hpp"
#include "assert/assert.hpp"
using namespace Dawn;
void AssetManager::init(const std::shared_ptr<Game> &game) {
assertNotNull(game, "Game is NULL?");
this->game = game;
}
void AssetManager::update() {
auto copyPendingAssets = pendingAssetLoaders;
auto itPending = copyPendingAssets.begin();
while(itPending != copyPendingAssets.end()) {
auto loader = *itPending;
loader->updateSync();
loader->updateAsync();
loader->updateSync();
if(!loader->loaded) {
++itPending;
continue;
}
finishedAssetLoaders.push_back(loader);
auto it = std::find(
pendingAssetLoaders.begin(),
pendingAssetLoaders.end(),
loader
);
assertTrue(it != pendingAssetLoaders.end(), "Loader not found?");
pendingAssetLoaders.erase(it);
++itPending;
}
}
void AssetManager::remove(const std::shared_ptr<AssetLoader> loader) {
for(
auto it = pendingAssetLoaders.begin();
it != pendingAssetLoaders.end();
it++
) {
if(*it != loader) continue;
pendingAssetLoaders.erase(it);
return;
}
for(
auto it = finishedAssetLoaders.begin();
it != finishedAssetLoaders.end();
it++
) {
if(it->lock() != loader) continue;
finishedAssetLoaders.erase(it);
return;
}
}
bool_t AssetManager::isEverythingLoaded() {
return pendingAssetLoaders.size() == 0;
}
std::shared_ptr<Game> AssetManager::getGame() {
auto g = game.lock();
assertNotNull(g, "Game is NULL?");
return g;
}
AssetManager::~AssetManager() {
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawn.hpp"
#include "asset/AssetLoader.hpp"
namespace Dawn {
class Game;
class AssetManager final : public std::enable_shared_from_this<AssetManager> {
private:
std::weak_ptr<Game> game;
std::vector<std::shared_ptr<AssetLoader>> pendingAssetLoaders;
std::vector<std::weak_ptr<AssetLoader>> finishedAssetLoaders;
/**
* Returns an existing asset loader if it exists.
*
* @param filename The filename of the asset to get.
* @return The asset loader if it exists, otherwise nullptr.
*/
template<class T>
std::shared_ptr<T> getExisting(const std::string &filename) {
for(auto &loader : pendingAssetLoaders) {
if(loader->name != filename) continue;
if(loader->getAssetType() != T::ASSET_TYPE) continue;
return std::static_pointer_cast<T>(loader);
}
for(auto &wLoader : finishedAssetLoaders) {
auto loader = wLoader.lock();
if(!loader) continue;
if(loader->name != filename) continue;
if(loader->getAssetType() != T::ASSET_TYPE) continue;
return std::static_pointer_cast<T>(loader);
}
return nullptr;
}
/**
* Removes an existing asset loader if it exists.
*
* @param filename The filename of the asset to remove.
*/
void removeExisting(const std::string &filename);
public:
/**
* Initializes this asset manager so it can begin accepting assets.
*
* @param game Game context that this asset manager is attached to.
*/
void init(const std::shared_ptr<Game> &game);
/**
* Updates the asset manager.
*/
void update();
/**
* Returns whether the asset manager has loaded all of the currently
* managed assets.
*
* @return True if all assets have been loaded.
*/
bool_t isEverythingLoaded();
/**
* Returns the asset loader for the given asset.
*
* @param filename The filename of the asset to get.
* @return The asset loader for the given asset.
*/
template<class T>
std::shared_ptr<T> get(const std::string &filename) {
auto existing = this->getExisting<T>(filename);
if(existing) return existing;
std::shared_ptr<T> loader = std::make_shared<T>(
shared_from_this(),
filename
);
pendingAssetLoaders.push_back(
std::static_pointer_cast<AssetLoader>(loader)
);
return loader;
}
/**
* Returns the game context that this asset manager is attached to.
*
* @return The game context.
*/
std::shared_ptr<Game> getGame();
/**
* Removes the given asset loader from the asset manager, assumes that
* nothing else needs to access it and any dangling shared_ptrs will have
* to remain in memory.
*
* @param loader The asset loader to remove.
*/
void remove(const std::shared_ptr<AssetLoader> loader);
/**
* Dispose the asset manager, and all attached assets.
*/
~AssetManager();
};
}

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# Copyright (c) 2022 Dominic Msters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
AssetLoader.cpp
AssetDataLoader.cpp
AssetManager.cpp
)
# Subdirs
add_subdirectory(loader)

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@ -1,17 +0,0 @@
# Copyright (c) 2022 Dominic Msters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
TextureLoader.cpp
JSONLoader.cpp
TrueTypeLoader.cpp
ShaderLoader.cpp
StringLoader.cpp
)
# Subdirs
add_subdirectory(scene)

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "JSONLoader.hpp"
using namespace Dawn;
const std::string JSONLoader::ASSET_TYPE = "json";
JSONLoader::JSONLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
AssetLoader(assetManager, name),
loader(name),
state(JSONLoaderState::INITIAL)
{
this->typetest = this->getAssetType();
}
void JSONLoader::updateAsync() {
if(this->state != JSONLoaderState::INITIAL) return;
this->state = JSONLoaderState::LOADING_JSON;
std::string jsonContents = loader.getEntireContentsAsString();
this->data = json::parse(jsonContents);
this->state = JSONLoaderState::DONE;
this->loaded = true;
}
void JSONLoader::updateSync() {
}
std::string JSONLoader::getAssetType() const {
return JSONLoader::ASSET_TYPE;
}
JSONLoader::~JSONLoader() {
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "asset/AssetLoader.hpp"
#include "asset/AssetDataLoader.hpp"
namespace Dawn {
enum class JSONLoaderState {
INITIAL,
LOADING_JSON,
DONE
};
class JSONLoader : public AssetLoader {
protected:
AssetDataLoader loader;
enum JSONLoaderState state;
public:
const static std::string ASSET_TYPE;
json data;
JSONLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
void updateSync() override;
void updateAsync() override;
std::string getAssetType() const override;
~JSONLoader();
};
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "ShaderLoader.hpp"
#include "assert/assert.hpp"
#include "asset/AssetManager.hpp"
#include "game/Game.hpp"
using namespace Dawn;
const std::string ShaderLoader::ASSET_TYPE = "shader";
ShaderLoader::ShaderLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
AssetLoader(assetManager, name),
state(ShaderLoaderState::INITIAL),
shader(std::make_shared<ShaderProgram>())
{
}
void ShaderLoader::updateAsync() {
}
void ShaderLoader::updateSync() {
if(state != ShaderLoaderState::INITIAL) return;
this->state = ShaderLoaderState::LOADING;
assertFalse(loaded, "ShaderLoader already loaded.");
// Shorthand.
auto sm = this->getAssetManager()->getGame()->shaderManager;
// Load the shader string
Slang::ComPtr<IBlob> diagnostics;
auto module = sm->session->loadModule(
this->name.c_str(),
diagnostics.writeRef()
);
shader->init(module, sm->session);
// Finished loading.
this->state = ShaderLoaderState::LOADED;
this->loaded = true;
}
std::string ShaderLoader::getAssetType() const {
return ShaderLoader::ASSET_TYPE;
}
std::shared_ptr<ShaderProgram> ShaderLoader::getShader() {
assertNotNull(shader, "ShaderLoader shader is null.");
return shader;
}
ShaderLoader::~ShaderLoader() {
shader = nullptr;
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "asset/AssetLoader.hpp"
#include "asset/AssetDataLoader.hpp"
#include "display/shader/ShaderManager.hpp"
#include "display/shader/ShaderProgram.hpp"
namespace Dawn {
enum class ShaderLoaderState {
INITIAL,
LOADING,
LOADED
};
class ShaderLoader : public AssetLoader {
protected:
enum ShaderLoaderState state;
std::shared_ptr<ShaderProgram> shader;
public:
const static std::string ASSET_TYPE;
ShaderLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
void updateSync() override;
void updateAsync() override;
std::string getAssetType() const override;
/**
* Retreives the shader program for this loader.
*
* @return The shader program that this loader is managing.
*/
std::shared_ptr<ShaderProgram> getShader();
~ShaderLoader();
};
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "StringLoader.hpp"
using namespace Dawn;
const std::string StringLoader::ASSET_TYPE = "string";
StringLoader::StringLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
AssetLoader(assetManager, name),
loader(name),
state(StringLoaderState::INITIAL)
{
}
void StringLoader::updateSync() {
}
void StringLoader::updateAsync() {
if(this->state != StringLoaderState::INITIAL) return;
this->state = StringLoaderState::LOADING_STRING;
this->data = this->loader.getEntireContentsAsString();
this->state = StringLoaderState::DONE;
this->loaded = true;
}
std::string StringLoader::getAssetType() const {
return StringLoader::ASSET_TYPE;
}
StringLoader::~StringLoader() {
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "asset/AssetLoader.hpp"
#include "asset/AssetDataLoader.hpp"
namespace Dawn {
enum class StringLoaderState {
INITIAL,
LOADING_STRING,
DONE
};
class StringLoader : public AssetLoader {
protected:
AssetDataLoader loader;
enum StringLoaderState state;
public:
const static std::string ASSET_TYPE;
std::string data;
StringLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
void updateSync() override;
void updateAsync() override;
std::string getAssetType() const override;
~StringLoader();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "TextureLoader.hpp"
#include "assert/assert.hpp"
using namespace Dawn;
const std::string TextureLoader::ASSET_TYPE = "texture";
TextureLoader::TextureLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
AssetLoader(assetManager, name),
loader(name),
state(TextureLoaderLoadState::INITIAL)
{
this->typetest = this->getAssetType();
texture = std::make_shared<Texture>();
}
void TextureLoader::updateAsync() {
if(this->state != TextureLoaderLoadState::INITIAL) return;
this->state = TextureLoaderLoadState::ASYNC_LOADING;
this->loader.open();
// Read in the header.
uint8_t buffer[TEXTURE_LOADER_HEADER_SIZE];
size_t pos = 0;
// Read Version
pos += this->loader.readUntil(buffer, TEXTURE_LOADER_HEADER_SIZE, '|');
std::string version = std::string((char*)buffer);
assertTrue(version == "DT_2.00", "Invalid Texture Version!");
// Read Texture Width
this->loader.setPosition(pos);
pos += this->loader.readUntil(buffer, TEXTURE_LOADER_HEADER_SIZE, '|');
width = std::stoi(std::string((char*)buffer));
assertTrue(width > 0, "Invalid Texture Width!");
// Read Texture Height
this->loader.setPosition(pos);
pos += this->loader.readUntil(buffer, TEXTURE_LOADER_HEADER_SIZE, '|');
height = std::stoi(std::string((char*)buffer));
assertTrue(height > 0, "Invalid Texture Height!");
// Texture Format (RGBA, RGB, etc)
this->loader.setPosition(pos);
pos += this->loader.readUntil(buffer, TEXTURE_LOADER_HEADER_SIZE, '|');
int32_t iFormat = std::stoi(std::string((char*)buffer));
switch(iFormat) {
case 1: format = TextureFormat::R; break;
case 2: format = TextureFormat::RG; break;
case 3: format = TextureFormat::RGB; break;
case 4: format = TextureFormat::RGBA; break;
default: assertUnreachable("Invalid Texture Format %i!", iFormat);
}
// Wrap X
this->loader.setPosition(pos);
pos += this->loader.readUntil(buffer, TEXTURE_LOADER_HEADER_SIZE, '|');
int32_t iWrapX = std::stoi(std::string((char*)buffer));
switch(iWrapX) {
case 0: wrapX = TextureWrapMode::REPEAT; break;
case 1: wrapX = TextureWrapMode::MIRRORED_REPEAT; break;
case 2: wrapX = TextureWrapMode::CLAMP_TO_EDGE; break;
case 3: wrapX = TextureWrapMode::CLAMP_TO_BORDER; break;
default: assertUnreachable("Invalid Texture Wrap X %i!", iWrapX);
}
// Wrap Y
this->loader.setPosition(pos);
pos += this->loader.readUntil(buffer, TEXTURE_LOADER_HEADER_SIZE, '|');
int32_t iWrapY = std::stoi(std::string((char*)buffer));
switch(iWrapY) {
case 0: wrapY = TextureWrapMode::REPEAT; break;
case 1: wrapY = TextureWrapMode::MIRRORED_REPEAT; break;
case 2: wrapY = TextureWrapMode::CLAMP_TO_EDGE; break;
case 3: wrapY = TextureWrapMode::CLAMP_TO_BORDER; break;
default: assertUnreachable("Invalid Texture Wrap Y %i!", iWrapY);
}
// Filter Min
this->loader.setPosition(pos);
pos += this->loader.readUntil(buffer, TEXTURE_LOADER_HEADER_SIZE, '|');
int32_t iFilterMin = std::stoi(std::string((char*)buffer));
switch(iFilterMin) {
case 0: filterMin = TextureFilterMode::NEAREST; break;
case 1: filterMin = TextureFilterMode::LINEAR; break;
default: assertUnreachable("Invalid Texture Filter Min %i!", iFilterMin);
}
// Filter Mag
this->loader.setPosition(pos);
pos += this->loader.readUntil(buffer, TEXTURE_LOADER_HEADER_SIZE, '|');
int32_t iFilterMag = std::stoi(std::string((char*)buffer));
switch(iFilterMag) {
case 0: filterMag = TextureFilterMode::NEAREST; break;
case 1: filterMag = TextureFilterMode::LINEAR; break;
default: assertUnreachable("Invalid Texture Filter Mag %i!", iFilterMag);
}
// Data begins here. This part is done synchronously directly to the GPU.
this->loader.setPosition(pos);
size_t bufferSize = width * height * iFormat;
data = new uint8_t[bufferSize];
assertNotNull(data, "Failed to allocate texture data!");
this->loader.read(data, bufferSize);
// Handoff to sync to buffer to GPU.
this->state = TextureLoaderLoadState::ASYNC_DONE;
}
void TextureLoader::updateSync() {
if(this->state != TextureLoaderLoadState::ASYNC_DONE) return;
this->state = TextureLoaderLoadState::SYNC_LOADING;
assertNotNull(this->texture, "Texture is null!");
assertNotNull(this->data, "Texture data is null!");
// Setup Texture
this->texture->setSize(
this->width,
this->height,
this->format,
TextureDataFormat::UNSIGNED_BYTE
);
this->texture->buffer(this->data);
// Free data buffer
delete[] this->data;
this->data = nullptr;
// Hand off and call done
this->state = TextureLoaderLoadState::SYNC_DONE;
this->loaded = true;
}
std::string TextureLoader::getAssetType() const {
return TextureLoader::ASSET_TYPE;
}
std::shared_ptr<Texture> TextureLoader::getTexture() {
return this->texture;
}
TextureLoader::~TextureLoader() {
if(this->data != nullptr) {
delete[] this->data;
this->data = nullptr;
}
this->texture = nullptr;
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "asset/AssetLoader.hpp"
#include "asset/AssetDataLoader.hpp"
#include "display/Texture.hpp"
#define TEXTURE_LOADER_HEADER_SIZE 256
namespace Dawn {
enum class TextureLoaderLoadState {
INITIAL,
ASYNC_LOADING,
ASYNC_DONE,
SYNC_LOADING,
SYNC_DONE
};
class TextureLoader : public AssetLoader {
protected:
AssetDataLoader loader;
enum TextureLoaderLoadState state;
uint8_t *data = nullptr;
int32_t width = -1, height = -1;
enum TextureFormat format;
enum TextureWrapMode wrapX;
enum TextureWrapMode wrapY;
enum TextureFilterMode filterMin;
enum TextureFilterMode filterMag;
std::shared_ptr<Texture> texture;
public:
const static std::string ASSET_TYPE;
TextureLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
void updateSync() override;
void updateAsync() override;
std::string getAssetType() const override;
/**
* Get the texture asset.
*
* @return Texture asset.
*/
std::shared_ptr<Texture> getTexture();
~TextureLoader();
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "TrueTypeLoader.hpp"
#include "assert/assert.hpp"
using namespace Dawn;
const std::string TrueTypeLoader::ASSET_TYPE = "ttf";
TrueTypeLoader::TrueTypeLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
AssetLoader(assetManager, name),
loader(name)
{
this->typetest = this->getAssetType();
// Init the font.
auto ret = FT_Init_FreeType(&fontLibrary);
assertTrue(ret == 0, "Failed to initialize FreeType library.");
}
void TrueTypeLoader::updateSync() {
if(state != TrueTypeLoaderState::ASYNC_DONE) return;
state = TrueTypeLoaderState::SYNC_LOADING;
// Init all the textures.
auto it = textures.begin();
while(it != textures.end()) {
auto texture = it->second.lock();
if(texture) {
texture->setFace(face);
it++;
continue;
}
it = textures.erase(it);
}
// Done
state = TrueTypeLoaderState::SYNC_DONE;
this->loaded = true;
}
void TrueTypeLoader::updateAsync() {
if(state != TrueTypeLoaderState::INITIAL) return;
state = TrueTypeLoaderState::ASYNC_LOADING;
// Load the data.
this->loader.open();
size_t size = loader.getSize();
buffer = new uint8_t[size];
// Read the data.
size_t readSize = loader.read(buffer, size);
assertTrue(readSize == size, "Failed to read all data from TrueTypeLoader.");
// Init the font.
auto ret = FT_New_Memory_Face(fontLibrary, buffer, size, 0, &face);
assertTrue(ret == 0, "Failed to load font face.");
// Now close the asset loader
loader.close();
state = TrueTypeLoaderState::ASYNC_DONE;
}
std::string TrueTypeLoader::getAssetType() const {
return TrueTypeLoader::ASSET_TYPE;
}
std::shared_ptr<TrueTypeTexture> TrueTypeLoader::getTexture(
const uint32_t fontSize
) {
// Check if we have the texture already and it hasn't gone stale.
auto it = textures.find(fontSize);
if(it != textures.end()) {
if(!it->second.expired()) return it->second.lock();
textures.erase(it);
}
// Create the texture.
auto texture = std::make_shared<TrueTypeTexture>(fontSize);
textures[fontSize] = texture;
if(this->loaded) texture->setFace(face);
return texture;
}
TrueTypeLoader::~TrueTypeLoader() {
if(
this->state == TrueTypeLoaderState::SYNC_DONE ||
this->state == TrueTypeLoaderState::SYNC_LOADING ||
this->state == TrueTypeLoaderState::ASYNC_DONE
) {
FT_Done_Face(face);
}
FT_Done_FreeType(fontLibrary);
if(buffer != nullptr) {
delete[] buffer;
buffer = nullptr;
}
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "asset/AssetLoader.hpp"
#include "asset/AssetDataLoader.hpp"
#include "display/font/TrueTypeTexture.hpp"
namespace Dawn {
enum class TrueTypeLoaderState {
INITIAL,
ASYNC_LOADING,
ASYNC_DONE,
SYNC_LOADING,
SYNC_DONE
};
class TrueTypeLoader : public AssetLoader {
protected:
FT_Library fontLibrary;
FT_Face face;
AssetDataLoader loader;
std::unordered_map<uint32_t, std::weak_ptr<TrueTypeTexture>> textures;
enum TrueTypeLoaderState state = TrueTypeLoaderState::INITIAL;
uint8_t *buffer = nullptr;
public:
const static std::string ASSET_TYPE;
TrueTypeLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
void updateSync() override;
void updateAsync() override;
std::string getAssetType() const override;
/**
* Returns the texture for the given font size.
*
* @param fontSize Font size to get the texture for.
* @return Texture for the given character.
*/
std::shared_ptr<TrueTypeTexture> getTexture(
const uint32_t fontSize
);
~TrueTypeLoader();
};
}

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# Copyright (c) 2025 Dominic Msters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
SceneLoader.cpp
LoaderForSceneItems.cpp
PrefabLoader.cpp
SceneLoadContext.cpp
)

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "LoaderForSceneItems.hpp"
#include "asset/loader/TextureLoader.hpp"
#include "asset/loader/scene/PrefabLoader.hpp"
#include "asset/loader/ShaderLoader.hpp"
using namespace Dawn;
LoaderForSceneItems::LoaderForSceneItems(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
AssetLoader(assetManager, name),
ctx(std::make_shared<SceneLoadContext>())
{
}
void LoaderForSceneItems::setupDependencies() {
assertNotNull(this->jsonLoader, "JSON Loader is NULL?");
assertNotNull(ctx, "SceneLoadContext is NULL?");
assertTrue(this->jsonLoader->loaded, "JSON loader not loaded?");
// Begin loading dependencies.
auto &data = this->jsonLoader->data;
if(data.contains("assets")) {
for(auto &asset : data["assets"].items()) {
auto &assetName = asset.key();
auto &assetData = asset.value();
assertTrue(assetData.contains("type"), "Asset missing type");
assertTrue(assetData.contains("path"), "Asset missing path");
auto type = assetData["type"].get<std::string>();
auto path = assetData["path"].get<std::string>();
// Is this asset already named?
if(ctx->assets.find(assetName) != ctx->assets.end()) {
// Check if path and type already the same.
auto &existing = ctx->assets[assetName];
assertTrue(
existing->name == path && existing->getAssetType() == type,
"Asset already exists with different path or type: %s",
assetName.c_str()
);
continue;
}
std::shared_ptr<AssetLoader> loader;
if(type == "texture") {
loader = getAssetManager()->get<TextureLoader>(path);
} else if(type == "json") {
loader = getAssetManager()->get<JSONLoader>(path);
} else if(type == "prefab") {
auto prefabLoader = getAssetManager()->get<PrefabLoader>(path);
prefabLoader->ctx->parent = ctx;
loader = prefabLoader;
} else if(type == "shader") {
loader = getAssetManager()->get<ShaderLoader>(path);
} else {
assertUnreachable("Unknown asset type: %s", type.c_str());
}
ctx->assets[assetName] = loader;
}
}
}
LoaderForSceneItems::~LoaderForSceneItems() {
jsonLoader = nullptr;
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "asset/loader/JSONLoader.hpp"
#include "SceneLoadContext.hpp"
namespace Dawn {
class LoaderForSceneitems;
class LoaderForSceneItems :
public AssetLoader,
public std::enable_shared_from_this<LoaderForSceneItems>
{
protected:
std::shared_ptr<JSONLoader> jsonLoader;
/**
* Loads the dependencies into the context for the data available in
* the jsonLoader.
*/
void setupDependencies();
public:
const std::shared_ptr<SceneLoadContext> ctx;
LoaderForSceneItems(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
~LoaderForSceneItems();
friend class SceneLoader;
friend class PrefabLoader;
};
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "PrefabLoader.hpp"
#include "SceneLoader.hpp"
#include "game/Game.hpp"
#include "assert/assert.hpp"
#include "asset/loader/TextureLoader.hpp"
#include "scene/Scene.hpp"
#include "component/SceneComponentRegistry.hpp"
#include "util/JSON.hpp"
using namespace Dawn;
const std::string PrefabLoader::ASSET_TYPE = "prefab";
PrefabLoader::PrefabLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
LoaderForSceneItems(assetManager, name)
{
this->typetest = this->getAssetType();
}
void PrefabLoader::updateSync() {
switch(this->state) {
case PrefabLoaderState::INITIAL:
jsonLoader = getAssetManager()->get<JSONLoader>(this->name);
this->state = PrefabLoaderState::LOADING_JSON;
break;
case PrefabLoaderState::LOADING_JSON:
assertNotNull(this->jsonLoader, "JSON Loader is NULL?");
if(!this->jsonLoader->loaded) return;
this->state = PrefabLoaderState::LOADING_DEPENDENCIES;
this->ctx->data = this->jsonLoader->data;
this->setupDependencies();
break;
case PrefabLoaderState::LOADING_DEPENDENCIES:
assertTrue(this->jsonLoader->loaded, "JSON loader not loaded?");
// Check if all dependencies are loaded.
for(auto &asset : ctx->assets) {
if(!asset.second->loaded) return;
}
this->state = PrefabLoaderState::DEPENDENCIES_LOADED;
this->loaded = true;
break;
default:
break;
}
}
void PrefabLoader::updateAsync() {
}
std::string PrefabLoader::getAssetType() const {
return PrefabLoader::ASSET_TYPE;
}
PrefabLoader::~PrefabLoader() {
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "LoaderForSceneItems.hpp"
#include "scene/Scene.hpp"
namespace Dawn {
enum class PrefabLoaderState {
INITIAL,
LOADING_JSON,
LOADING_DEPENDENCIES,
DEPENDENCIES_LOADED,
DONE
};
class PrefabLoader : public LoaderForSceneItems {
protected:
PrefabLoaderState state = PrefabLoaderState::INITIAL;
std::shared_ptr<SceneItem> item;
public:
const static std::string ASSET_TYPE;
PrefabLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
void updateSync() override;
void updateAsync() override;
std::string getAssetType() const override;
~PrefabLoader();
};
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneLoadContext.hpp"
using namespace Dawn;
std::shared_ptr<SceneItem> SceneLoadContext::getItem(const std::string &j) {
auto it = items.find(j);
if(it == items.end()) {
auto parent = this->parent.lock();
assertNotNull(parent, "Couldn't find item.");
return parent->getItem(j);
}
return it->second;
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawn.hpp"
#include "assert/assert.hpp"
namespace Dawn {
class Scene;
class SceneItem;
class SceneComponent;
class AssetLoader;
class SceneLoadContext;
class PrefabLoader;
class LoaderForSceneItems;
class SceneLoader;
class SceneLoadContext {
private:
std::weak_ptr<SceneLoadContext> parent;
std::unordered_map<std::string, std::shared_ptr<SceneItem>> items;
std::unordered_map<std::string, std::shared_ptr<SceneComponent>> components;
std::unordered_map<std::string, std::shared_ptr<AssetLoader>> assets;
std::shared_ptr<Scene> currentScene;
std::shared_ptr<SceneItem> currentItem;
std::shared_ptr<SceneComponent> currentComponent;
public:
json data;
/**
* Gets an asset from the context.
*
* @param j Name of the asset to get.
* @return Asset from the context.
*/
template<class T>
std::shared_ptr<T> getAsset(const std::string &j) const {
auto it = assets.find(j);
if(it == assets.end()) {
auto parent = this->parent.lock();
assertNotNull(parent, "Couldn't find asset %s", j.c_str());
return parent->getAsset<T>(j);
}
auto asset = std::dynamic_pointer_cast<T>(it->second);
assertNotNull(asset, "Asset is not of the correct type.");
return asset;
}
/**
* Gets an item from the context.
*
* @param j Name of the item to get.
* @return Item from the context.
*/
std::shared_ptr<SceneItem> getItem(const std::string &j);
/**
* Gets a component from the context.
*
* @param j Name of the component to get.
* @return Component from the context.
*/
template<class T>
std::shared_ptr<T> getComponent(const std::string &j) const {
auto it = components.find(j);
if(it == components.end()) {
auto parent = this->parent.lock();
assertNotNull(parent, "Couldn't find component.");
return parent->getComponent<T>(j);
}
auto cmp = std::dynamic_pointer_cast<T>(it->second);
assertNotNull(cmp, "Component is not of the correct type.");
return cmp;
}
friend class PrefabLoader;
friend class LoaderForSceneItems;
friend class SceneLoader;
friend class SceneItem;
};
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneLoader.hpp"
#include "game/Game.hpp"
#include "assert/assert.hpp"
#include "scene/Scene.hpp"
#include "util/JSON.hpp"
#include "PrefabLoader.hpp"
using namespace Dawn;
const std::string SceneLoader::ASSET_TYPE = "scene";
SceneLoader::SceneLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
) :
LoaderForSceneItems(assetManager, name),
state(SceneLoaderState::INITIAL)
{
this->typetest = this->getAssetType();
}
void SceneLoader::updateAsync() {
switch(this->state) {
case SceneLoaderState::INITIAL:
this->jsonLoader = getAssetManager()->get<JSONLoader>(this->name);
this->state = SceneLoaderState::LOADING_JSON;
break;
case SceneLoaderState::LOADING_JSON:
assertNotNull(this->jsonLoader, "JSON Loader is NULL?");
if(!this->jsonLoader->loaded) return;
this->ctx->data = this->jsonLoader->data;
this->setupDependencies();
this->state = SceneLoaderState::LOADING_DEPENDENCIES;
break;
case SceneLoaderState::LOADING_DEPENDENCIES:
assertTrue(this->jsonLoader->loaded, "JSON loader not loaded?");
// Check if all dependencies are loaded.
for(auto &asset : ctx->assets) {
if(!asset.second->loaded) return;
}
ctx->currentScene = std::make_shared<Scene>(
this->getAssetManager()->getGame()
);
this->state = SceneLoaderState::PENDING_STAGE;
break;
default:
break;
}
}
void SceneLoader::updateSync() {
if(this->state != SceneLoaderState::PENDING_STAGE) return;
assertNotNull(this->jsonLoader, "JSON Loader is NULL?");
assertNotNull(ctx, "SceneLoadContext is NULL?");
assertTrue(this->jsonLoader->loaded, "JSON loader not loaded?");
auto &data = this->jsonLoader->data;
if(data.contains("items")) {
// Create the scene items
for(auto &item : data["items"].items()) {
auto &itemName = item.key();
auto &itemData = item.value();
auto sceneItem = ctx->currentScene->createSceneItem();
ctx->items[itemName] = sceneItem;
}
// Add components to each scene item
for(auto &item : data["items"].items()) {
auto &itemName = item.key();
auto &itemData = item.value();
auto sceneItem = ctx->items[itemName];
sceneItem->name = itemName;
std::shared_ptr<SceneLoadContext> itemCtx;
if(itemData.contains("prefab")) {
auto prefabLoader = ctx->getAsset<PrefabLoader>(
itemData["prefab"].get<std::string>()
);
assertNotNull(prefabLoader, "Prefab loader not found");
assertTrue(prefabLoader->loaded, "Prefab loader not loaded");
assertNotNull(
prefabLoader->jsonLoader,
"Prefab JSON loader not found"
);
assertTrue(
prefabLoader->jsonLoader->loaded,
"Prefab JSON loader not loaded"
);
itemCtx = prefabLoader->ctx;
itemCtx->data = json(prefabLoader->jsonLoader->data);
itemCtx->parent = this->ctx;
JSON::mergeObjectsRecursive(itemCtx->data, itemData);
} else {
itemCtx = this->ctx;
itemCtx->data = json(itemData);
}
sceneItem->load(itemCtx);
}
}
this->jsonLoader = nullptr;
this->state = SceneLoaderState::DONE;
this->loaded = true;
}
std::string SceneLoader::getAssetType() const {
return SceneLoader::ASSET_TYPE;
}
std::shared_ptr<Scene> SceneLoader::getScene() {
assertNotNull(ctx, "Context is NULL?");
assertNotNull(ctx->currentScene, "Scene not loaded?");
return ctx->currentScene;
}
SceneLoader::~SceneLoader() {
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "LoaderForSceneItems.hpp"
#include "scene/Scene.hpp"
namespace Dawn {
enum class SceneLoaderState {
INITIAL,
LOADING_JSON,
LOADING_DEPENDENCIES,
PENDING_STAGE,
DONE
};
class SceneLoader : public LoaderForSceneItems {
protected:
SceneLoaderState state;
public:
const static std::string ASSET_TYPE;
SceneLoader(
const std::shared_ptr<AssetManager> assetManager,
const std::string name
);
void updateSync() override;
void updateAsync() override;
std::string getAssetType() const override;
/**
* Returns the Scene that was loaded, or nullptr if not loaded.
*
* @return The loaded scene.
*/
std::shared_ptr<Scene> getScene();
~SceneLoader();
};
}

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# 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
IAudioManager.cpp
)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "IAudioManager.hpp"
using namespace Dawn;
IAudioManager::IAudioManager() {
}
IAudioManager::~IAudioManager() {
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawn.hpp"
namespace Dawn {
class IAudioManager {
public:
/**
* Construct a new IAudioManager.
*/
IAudioManager();
/**
* Initializes the audio manager system.
*/
virtual void init() = 0;
/**
* Ticks/Update the audio manager system.
*/
virtual void update() = 0;
/**
* Deinitializes the audio manager system.
*/
virtual ~IAudioManager();
};
}

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# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
SceneComponentRegistry.cpp
)
# Subdirs
add_subdirectory(display)

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneComponentRegistry.hpp"
using namespace Dawn;
std::unordered_map<
std::string,
std::function<std::shared_ptr<SceneComponent>(
const std::shared_ptr<SceneItem> &
)>
> SceneComponentRegistry::REGISTRY = {
};
std::shared_ptr<SceneComponent> SceneComponentRegistry::createComponent(
const std::string &type,
const std::shared_ptr<SceneItem> &item
) {
auto typeLower = String::toLowercase(type);
assertMapHasKey(
SceneComponentRegistry::REGISTRY,
typeLower,
"Component type not registered: %s",
type.c_str()
);
return SceneComponentRegistry::REGISTRY[typeLower](item);
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
#include "util/String.hpp"
namespace Dawn {
class SceneComponentRegistry final {
private:
public:
static std::unordered_map<
std::string,
std::function<std::shared_ptr<SceneComponent>(
const std::shared_ptr<SceneItem> &
)>
> REGISTRY;
template<class T>
static void reg(const std::string name) {
auto nameLower = String::toLowercase(name);
SceneComponentRegistry::REGISTRY[nameLower] = [](
const std::shared_ptr<SceneItem> &item
) {
return item->addComponent<T>();
};
}
/**
* Creates a scene component by its type name. Type names are unique and
* must be registered in order to be constructed by their string name.
*
* @param type Type name of the scene component to create.
* @param item Scene item that the component belongs to.
* @return The created scene component.
*/
static std::shared_ptr<SceneComponent> createComponent(
const std::string &type,
const std::shared_ptr<SceneItem> &item
);
};
}

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# 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
MeshRenderer.cpp
)
# Subdirs
add_subdirectory(material)
add_subdirectory(mesh)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "assert/assert.hpp"
#include "Camera.hpp"
#include "game/Game.hpp"
using namespace Dawn;
void Camera::onInit() {
this->onResizeListener = this->getRenderTarget()->onResize.listen([&](
float_t width, float_t height
) {
this->onResize.emit(this->getRenderTarget(), width, height);
});
}
void Camera::onDispose() {
renderTarget = nullptr;
}
void Camera::load(std::shared_ptr<SceneLoadContext> ctx) {
SceneComponent::load(ctx);
if(ctx->data.contains("fov")) {
this->fov = Math::deg2rad(ctx->data["fov"].get<float_t>());
}
if(ctx->data.contains("cameraType")) {
if(
ctx->data["cameraType"] == "orthogonal" ||
ctx->data["cameraType"] == "orthographic" ||
ctx->data["cameraType"] == "ortho"
) {
this->type = CameraType::ORTHOGONAL;
} else if(ctx->data["cameraType"] == "perspective") {
this->type = CameraType::PERSPECTIVE;
} else {
assertUnreachable("Invalid Camera Type!");
}
}
if(ctx->data.contains("orthoLeft")) {
this->orthoLeft = ctx->data["orthoLeft"].get<float_t>();
} else if(ctx->data.contains("left")) {
this->orthoLeft = ctx->data["left"].get<float_t>();
}
if(ctx->data.contains("orthoRight")) {
this->orthoRight = ctx->data["orthoRight"].get<float_t>();
} else if(ctx->data.contains("right")) {
this->orthoRight = ctx->data["right"].get<float_t>();
}
if(ctx->data.contains("orthoBottom")) {
this->orthoBottom = ctx->data["orthoBottom"].get<float_t>();
} else if(ctx->data.contains("bottom")) {
this->orthoBottom = ctx->data["bottom"].get<float_t>();
}
if(ctx->data.contains("orthoTop")) {
this->orthoTop = ctx->data["orthoTop"].get<float_t>();
} else if(ctx->data.contains("top")) {
this->orthoTop = ctx->data["top"].get<float_t>();
}
if(ctx->data.contains("clipNear")) {
this->clipNear = ctx->data["clipNear"].get<float_t>();
} else if(ctx->data.contains("near")) {
this->clipNear = ctx->data["near"].get<float_t>();
} else if(ctx->data.contains("zNear")) {
this->clipNear = ctx->data["zNear"].get<float_t>();
}
if(ctx->data.contains("clipFar")) {
this->clipFar = ctx->data["clipFar"].get<float_t>();
} else if(ctx->data.contains("far")) {
this->clipFar = ctx->data["far"].get<float_t>();
} else if(ctx->data.contains("zFar")) {
this->clipFar = ctx->data["zFar"].get<float_t>();
}
}
std::shared_ptr<RenderTarget> Camera::getRenderTarget() {
if(this->renderTarget) return this->renderTarget;
return getGame()->renderHost->getBackBufferRenderTarget();
}
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);
}
float_t Camera::getAspect() {
auto rt = this->getRenderTarget();
return rt->getWidth() / rt->getHeight();
}
float_t Camera::lookAtPixelPerfect(
const glm::vec3 &position,
const glm::vec3 &look,
const float_t &scale
) {
return this->getItem()->lookAtPixelPerfect(
position,
look,
this->getRenderTarget()->getHeight(),
this->fov,
scale
);
}
void Camera::setRenderTarget(const std::shared_ptr<RenderTarget> renderTarget) {
onResizeListener();
this->renderTarget = renderTarget;
this->onResizeListener = this->getRenderTarget()->onResize.listen([&](
float_t width, float_t height
) {
this->onResize.emit(this->getRenderTarget(), width, height);
});
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItem.hpp"
#include "display/RenderTarget.hpp"
namespace Dawn {
enum class CameraType {
PERSPECTIVE,
ORTHOGONAL
};
class Camera final : public SceneComponent {
private:
std::shared_ptr<RenderTarget> renderTarget;
std::function<void()> onResizeListener;
public:
Event<std::shared_ptr<RenderTarget>, float_t, float_t> onResize;
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;
void onInit() override;
void onDispose() override;
void load(std::shared_ptr<SceneLoadContext> ctx) 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 render target for this camera.
*
* @return Render target.
*/
std::shared_ptr<RenderTarget> getRenderTarget();
/**
* Returns the projection matrix for this camera.
*
* @return Projection matrix.
*/
glm::mat4 getProjection();
/**
* Shorthand for getItem()->lookAtPixelPerfect()
*
* @param position Position to look from.
* @param look Position to look at.
* @param scale Scale to use. At scale 1 then the centerest pixel is 1:1.
* @return The Z distance that was calculated.
*/
float_t lookAtPixelPerfect(
const glm::vec3 &position,
const glm::vec3 &look,
const float_t &scale = 1.0f
);
/**
* Sets the render target for this camera.
*
* @param renderTarget The render target to set.
*/
void setRenderTarget(const std::shared_ptr<RenderTarget> renderTarget);
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/pass/RenderPass.hpp"
#include "display/pass/RenderPassContext.hpp"
#include "display/mesh/Mesh.hpp"
namespace Dawn {
class IRenderableComponent {
public:
/**
* Retreive the list of render passes for this component.
*
* @param ctx Context for the render pass.
* @return List of render passes.
*/
virtual std::vector<std::shared_ptr<RenderPass>> getPasses(
struct RenderPassContext &ctx
) = 0;
};
/**
* Short-hand function to create a render pass.
*
* @tparam S Shader type.
* @tparam D Shader's data type
* @param self Instance of the IRenderableComponent that is creating the pass.
* @param data Data to use for the render pass.
* @return Created render pass.
*/
// template<class S, typename D>
// std::shared_ptr<IRenderPass> createRenderPass(
// SceneComponent &self,
// const D data,
// const std::unordered_map<
// shadertexturebinding_t, std::shared_ptr<Texture>
// > textures = {},
// const std::shared_ptr<Mesh> mesh = nullptr,
// const enum MeshDrawMode drawMode = MeshDrawMode::TRIANGLES,
// int32_t indiceStart = 0,
// int32_t indiceCount = -1
// ) {
// return std::make_shared<RenderPass<S,D>>(
// self,
// data,
// textures,
// mesh,
// drawMode,
// indiceStart,
// indiceCount
// );
// }
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "MeshRenderer.hpp"
using namespace Dawn;
void MeshRenderer::onInit() {
}
void MeshRenderer::onDispose() {
mesh = nullptr;
}

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@ -1,18 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/mesh/Mesh.hpp"
#include "scene/SceneItem.hpp"
namespace Dawn {
class MeshRenderer final : public SceneComponent {
public:
std::shared_ptr<Mesh> mesh;
void onInit() override;
void onDispose() override;
};
}

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

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@ -1,16 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Material.hpp"
#include "game/Game.hpp"
using namespace Dawn;
void Material::onInit() {
this->initShaderPrograms();
}
void Material::onDispose() {
}

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@ -1,27 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneComponent.hpp"
#include "component/display/IRenderableComponent.hpp"
namespace Dawn {
class Material :
public SceneComponent,
public IRenderableComponent
{
protected:
/**
* Load the shaders for this material.
*/
virtual void initShaderPrograms(
) = 0;
public:
void onInit() override;
void onDispose() override;
};
}

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