#include "texture-atlas.hpp" #include "loader.hpp" #include "tile-shader.hpp" #include "defs.hpp" #include "tile.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Magnum::Examples { 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 { camera_up, camera_left, camera_right, camera_down, camera_reset, quit, MAX }; GL::Mesh _mesh, _mesh2; tile_shader _shader; std::shared_ptr atlas = //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 atlas2 = loader.tile_atlas("../share/game/images/metal2.tga", {2, 2}); std::uint64_t time_ticks = 0, time_freq = SDL_GetPerformanceFrequency(); Vector2 camera_offset; std::bitset<(std::size_t)key::MAX> keys{0ul}; 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 vertices; vertices.reserve(1024); std::vector 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; for (unsigned j = 0; j < chunk::N; j++) // TODO draw walls in correct order for (unsigned i = 0; i < chunk::N; i++) { auto positions = atlas->floor_quad({(float)(X*i), (float)(Y*j), 0}, {X, Y}); auto texcoords = atlas->texcoords_for_id(k % atlas->size()); auto indices_ = atlas->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(); { Vector3 center{chunk::N/2.f*TILE_SIZE[0], chunk::N/2.f*TILE_SIZE[1], 0}; texture_atlas::vertex_array_type walls[] = { atlas2->wall_quad_W(center, Vector3(X, Y, Z)), atlas2->wall_quad_N(center, Vector3(X, Y, Z)), atlas2->wall_quad_E(center, Vector3(X, Y, Z)), atlas2->wall_quad_S(center, Vector3(X, Y, Z)), }; int k = 0; for (const auto& positions : walls) { auto texcoords = atlas2->texcoords_for_id(k); auto indices_ = atlas2->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}); } } #if 1 _shader .bindTexture(atlas->texture()) .draw(_mesh); #endif #if 1 _shader .bindTexture(atlas2->texture()) .draw(_mesh2); #endif swapBuffers(); redraw(); } void app::do_camera(float dt) { constexpr float pixels_per_second = 100; if (keys[(int)key::camera_up]) camera_offset += Vector2(0, 1) * dt * pixels_per_second; else if (keys[(int)key::camera_down]) camera_offset += Vector2(0, -1) * dt * pixels_per_second; if (keys[(int)key::camera_left]) camera_offset += Vector2(1, 0) * dt * pixels_per_second; else if (keys[(int)key::camera_right]) camera_offset += Vector2(-1, 0) * dt * pixels_per_second; if (keys[(int)key::camera_reset]) reset_camera_offset(); if (keys[(int)key::quit]) Platform::Sdl2Application::exit(0); _shader.set_camera_offset(camera_offset); } void app::reset_camera_offset() { camera_offset = _shader.project({chunk::N*TILE_SIZE[0]/2.f, chunk::N*TILE_SIZE[1]/2.f, 0}); } void app::update(float dt) { do_camera(dt); } 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[(std::size_t)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 # 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