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#include "tile-atlas.hpp"
#include "loader.hpp"
#include "tile-shader.hpp"
#include "defs.hpp"
#include "tile.hpp"
#include "chunk.hpp"
#include <bitset>
#include <Corrade/Containers/ArrayViewStl.h>
#include <Corrade/PluginManager/Manager.h>
#include <Magnum/Magnum.h>
#include <Magnum/Math/Vector.h>
#include <Magnum/ImageView.h>
#include <Magnum/GL/Buffer.h>
#include <Magnum/GL/DefaultFramebuffer.h>
#include <Magnum/GL/Mesh.h>
#include <Magnum/GL/Renderer.h>
#include <Magnum/GL/TextureFormat.h>
#include <Magnum/Platform/Sdl2Application.h>
#include <Magnum/Trade/AbstractImporter.h>
#include <glm/glm.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <Magnum/GlmIntegration/Integration.h>
#include <SDL_timer.h>
namespace Magnum::Examples {
template<typename enum_type>
struct enum_bitset : std::bitset<(std::size_t)enum_type::MAX> {
static_assert(std::is_same_v<std::size_t, std::common_type_t<std::size_t, std::underlying_type_t<enum_type>>>);
static_assert(std::is_same_v<enum_type, std::decay_t<enum_type>>);
using std::bitset<(std::size_t)enum_type::MAX>::bitset;
constexpr bool operator[](enum_type x) const { return operator[]((std::size_t)x); }
constexpr decltype(auto) operator[](enum_type x) {
return std::bitset<(std::size_t)enum_type::MAX>::operator[]((std::size_t)x);
}
};
struct app final : Platform::Application
{
using dpi_policy = Platform::Implementation::Sdl2DpiScalingPolicy;
explicit app(const Arguments& arguments);
virtual ~app();
void drawEvent() override;
void update(float dt);
void do_camera(float dt);
void reset_camera_offset();
void keyPressEvent(KeyEvent& event) override;
void keyReleaseEvent(KeyEvent& event) override;
void do_key(KeyEvent::Key k, KeyEvent::Modifiers m, bool pressed, bool repeated);
enum class key : int {
camera_up, camera_left, camera_right, camera_down, camera_reset,
quit,
MAX
};
GL::Mesh _mesh, _mesh2;
tile_shader _shader;
std::shared_ptr<tile_atlas> floor1 =
//loader.tile_atlas("../share/game/images/tiles.tga", {8,4});
//loader.tile_atlas("../share/game/images/tiles2.tga", {8,5});
loader.tile_atlas("../share/game/images/metal1.tga", {2, 2});
//loader.tile_atlas("../share/game/images/floor1.tga", {4, 4});
std::shared_ptr<tile_atlas> floor2 = loader.tile_atlas("../share/game/images/floor1.tga", {4, 4});
std::shared_ptr<tile_atlas> wall1 =
loader.tile_atlas("../share/game/images/metal2.tga", {2, 2});
std::uint64_t time_ticks = 0, time_freq = SDL_GetPerformanceFrequency();
Vector2 camera_offset;
enum_bitset<key> keys;
chunk c;
float get_dt();
static constexpr Vector3 TILE_SIZE = { 50, 50, 50 };
};
using namespace Math::Literals;
app::app(const Arguments& arguments):
Platform::Application{
arguments,
Configuration{}
.setTitle("Test")
.setSize({1024, 768}, dpi_policy::Physical),
GLConfiguration{}
//.setSampleCount(4)
}
{
struct QuadVertex {
Vector3 position;
Vector2 textureCoordinates;
};
std::vector<QuadVertex> vertices; vertices.reserve(1024);
std::vector<UnsignedShort> indices; indices.reserve(1024);
//float ratio = projection_size_ratio();
const float X = TILE_SIZE[0], Y = TILE_SIZE[1], Z = TILE_SIZE[2];
reset_camera_offset();
{
vertices.clear();
indices.clear();
int k = 0;
constexpr auto N = TILE_MAX_DIM;
for (unsigned j = 0; j < N; j++) // TODO draw walls in correct order
for (unsigned i = 0; i < N; i++)
{
auto positions = floor1->floor_quad({(float)(X*i), (float)(Y*j), 0}, {X, Y});
auto texcoords = floor1->texcoords_for_id(k % floor1->size());
auto indices_ = floor1->indices(k);
for (unsigned x = 0; x < 4; x++)
vertices.push_back({ positions[x], texcoords[x] });
for (auto x : indices_)
indices.push_back(x);
k++;
}
_mesh.setCount((int)indices.size())
.addVertexBuffer(GL::Buffer{vertices}, 0,
tile_shader::Position{}, tile_shader::TextureCoordinates{})
.setIndexBuffer(GL::Buffer{indices}, 0, GL::MeshIndexType::UnsignedShort);
}
vertices.clear();
indices.clear();
{
constexpr auto N = TILE_MAX_DIM;
Vector3 center{N/2.f*TILE_SIZE[0], N/2.f*TILE_SIZE[1], 0};
tile_atlas::vertex_array_type walls[] = {
wall1->wall_quad_W(center, Vector3(X, Y, Z)),
wall1->wall_quad_N(center, Vector3(X, Y, Z)),
wall1->wall_quad_E(center, Vector3(X, Y, Z)),
wall1->wall_quad_S(center, Vector3(X, Y, Z)),
};
int k = 0;
for (const auto& positions : walls)
{
auto texcoords = wall1->texcoords_for_id(k % wall1->size());
auto indices_ = wall1->indices(k);
for (unsigned x = 0; x < 4; x++)
vertices.push_back({ positions[x], texcoords[x] });
for (auto x : indices_)
indices.push_back(x);
k++;
}
//auto positions = anim_atlas->floor_quad({(float)(sz[0]*0), (float)(sz[1]*0), sz[1]*2}, sz);
}
_mesh2.setCount((int)indices.size())
.addVertexBuffer(GL::Buffer{vertices}, 0,
tile_shader::Position{}, tile_shader::TextureCoordinates{})
.setIndexBuffer(GL::Buffer{indices}, 0, GL::MeshIndexType::UnsignedShort);
(void)get_dt();
}
void app::drawEvent() {
GL::defaultFramebuffer.clear(GL::FramebufferClear::Color);
//GL::defaultFramebuffer.clear(GL::FramebufferClear::Depth);
//GL::Renderer::setDepthMask(true);
//GL::Renderer::setDepthFunction(GL::Renderer::DepthFunction::LessOrEqual);
//GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
{
float dt = get_dt();
update(dt);
}
{
//auto ratio = projection_size_ratio();
auto sz = windowSize();
_shader.set_scale({ (float)sz[0], (float)sz[1] });
static bool once = true;
if (once) {
once = false;
Debug{} << _shader.project({16*50, 0, 0});
}
}
_shader.clear_samplers();
auto floor1_sampler = _shader.bind_sampler(floor1);
auto wall_sampler = _shader.bind_sampler(wall1);
#if 1
_shader.draw(_mesh);
#endif
#if 1
_shader.draw(_mesh2);
#endif
swapBuffers();
redraw();
}
void app::do_camera(float dt)
{
constexpr float pixels_per_second = 100;
if (keys[key::camera_up])
camera_offset += Vector2(0, 1) * dt * pixels_per_second;
else if (keys[key::camera_down])
camera_offset += Vector2(0, -1) * dt * pixels_per_second;
if (keys[key::camera_left])
camera_offset += Vector2(1, 0) * dt * pixels_per_second;
else if (keys[key::camera_right])
camera_offset += Vector2(-1, 0) * dt * pixels_per_second;
_shader.set_camera_offset(camera_offset);
if (keys[key::camera_reset])
reset_camera_offset();
}
void app::reset_camera_offset()
{
camera_offset = _shader.project({TILE_MAX_DIM*TILE_SIZE[0]/2.f, TILE_MAX_DIM*TILE_SIZE[1]/2.f, 0});
}
void app::update(float dt)
{
do_camera(dt);
if (keys[key::quit])
Platform::Sdl2Application::exit(0);
}
void app::do_key(KeyEvent::Key k, KeyEvent::Modifiers m, bool pressed, bool repeated)
{
//using Mods = KeyEvent::Modifiers;
(void)m;
(void)repeated;
const key x = progn(switch (k) {
using enum KeyEvent::Key;
using enum key;
case W: return camera_up;
case A: return camera_left;
case S: return camera_down;
case D: return camera_right;
case Home: return camera_reset;
case Esc: return quit;
default: return MAX;
});
if (x != key::MAX)
keys[x] = pressed;
}
float app::get_dt()
{
const std::uint64_t t = SDL_GetPerformanceCounter();
float dt = (float)((t - time_ticks) / (double)time_freq);
time_ticks = t;
return dt;
}
app::~app()
{
loader_::destroy();
}
void app::keyPressEvent(Platform::Sdl2Application::KeyEvent& event)
{
do_key(event.key(), event.modifiers(), true, event.isRepeated());
}
void app::keyReleaseEvent(Platform::Sdl2Application::KeyEvent& event)
{
do_key(event.key(), event.modifiers(), false, false);
}
} // namespace Magnum::Examples
MAGNUM_APPLICATION_MAIN(Magnum::Examples::app)
#ifdef _MSC_VER
# include <cstdlib>
# ifdef __clang__
# pragma clang diagnostic ignored "-Wmissing-prototypes"
# pragma clang diagnostic ignored "-Wmain"
# endif
extern "C" int __stdcall WinMain(void*, void*, void*, int /* nCmdShow */) {
return main(__argc, __argv);
}
#endif
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