Initial commit

This commit is contained in:
Bailey Harrison 2022-09-02 12:06:59 +01:00
commit 834e2fd3ac
45 changed files with 3482 additions and 0 deletions

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.ccls-cache/
.vscode/
.vs/
out/
build/
Debug/
Release/
MinSizeRel/
CMakeSettings.json
compile_commands.json

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[submodule "dependencies/SDL"]
path = dependencies/SDL
url = https://github.com/libsdl-org/SDL
[submodule "dependencies/stb"]
path = dependencies/stb
url = https://github.com/nothings/stb
[submodule "dependencies/glm"]
path = dependencies/glm
url = https://github.com/g-truc/glm
[submodule "dependencies/glad"]
path = dependencies/glad
url = https://github.com/dav1dde/glad
[submodule "dependencies/spdlog"]
path = dependencies/spdlog
url = https://github.com/gabime/spdlog
[submodule "dependencies/freetype"]
path = dependencies/freetype
url = https://gitlab.freedesktop.org/freetype/freetype.git

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cmake_minimum_required(VERSION 3.12)
# options
project(engine LANGUAGES CXX
VERSION "0.1.0"
)
add_library(${PROJECT_NAME} SHARED
"src/window.cpp"
"src/input.cpp" #TODO make input_manager
"src/object.cpp"
"src/sceneroot.cpp"
"src/components/component.cpp"
"src/components/transform.cpp" # TODO move functionality into "Object" class
"src/components/camera.cpp"
"src/components/mesh_renderer.cpp"
"src/components/text_ui_renderer.cpp"
"src/components/custom.cpp"
"src/resources/resource.cpp"
"src/resources/mesh.cpp"
"src/resources/shader.cpp"
"src/resources/texture.cpp"
"src/resources/font.cpp"
"src/resource_manager.cpp"
# PUBLIC API
"include/log.hpp"
"include/window.hpp"
"include/inputs/keyboard.hpp"
"include/inputs/mouse.hpp"
"include/input.hpp"
"include/object.hpp"
"include/sceneroot.hpp"
"include/components/component.hpp"
"include/components/transform.hpp"
"include/components/camera.hpp"
"include/components/mesh_renderer.hpp"
"include/components/text_ui_renderer.hpp"
"include/components/custom.hpp"
"include/resources/resource.hpp"
"include/resources/mesh.hpp"
"include/resources/shader.hpp"
"include/resources/texture.hpp"
"include/resources/font.hpp"
"include/resource_manager.hpp"
)
# compiling options:
set_property(TARGET ${PROJECT_NAME} PROPERTY CXX_STANDARD 20)
set_property(TARGET ${PROJECT_NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
if (MSVC)
target_compile_options(${PROJECT_NAME} PRIVATE /W3)
target_compile_options(${PROJECT_NAME} PRIVATE /M3)
endif()
target_include_directories(${PROJECT_NAME} PUBLIC include)
target_include_directories(${PROJECT_NAME} PRIVATE src)
# Pass some project information into the source code
configure_file(config.h.in config.h)
target_include_directories(${PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
# libraries:
# MinGW library if using it
if (MINGW)
target_link_libraries(${PROJECT_NAME} PUBLIC mingw32)
endif()
# SDL2:
set(SDL2_DISABLE_INSTALL ON)
set(SDL_SHARED ON)
set(SDL_STATIC OFF)
set(SDL_TEST OFF)
add_subdirectory(dependencies/SDL)
target_include_directories(${PROJECT_NAME} PUBLIC dependencies/SDL/include)
target_link_libraries(${PROJECT_NAME} PUBLIC SDL2::SDL2)
target_link_libraries(${PROJECT_NAME} PUBLIC SDL2::SDL2main)
# copy over SDL2 library:
add_custom_command(
TARGET ${PROJECT_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
$<TARGET_FILE:SDL2::SDL2> $<TARGET_FILE_DIR:${PROJECT_NAME}>)
# GLM:
add_subdirectory(dependencies/glm)
target_include_directories(${PROJECT_NAME} PUBLIC dependencies/glm)
# GLAD:
set(GLAD_PROFILE "core" CACHE INTERNAL "" FORCE) # TODO remove this "CACHE INTERNAL..." thing
set(GLAD_API "gl=3.3" CACHE INTERNAL "" FORCE)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
set(GLAD_GENERATOR "c-debug" CACHE INTERNAL "" FORCE)
else()
set(GLAD_GENERATOR "c" CACHE INTERNAL "" FORCE)
endif()
set(GLAD_SPEC "gl" CACHE INTERNAL "" FORCE)
add_subdirectory(dependencies/glad)
set_property(TARGET glad PROPERTY POSITION_INDEPENDENT_CODE ON)
target_link_libraries(${PROJECT_NAME} PUBLIC glad)
target_include_directories(${PROJECT_NAME} PUBLIC dependencies/glad/include)
# spdlog
set(SPDLOG_BUILD_SHARED ON CACHE INTERNAL "" FORCE)
add_subdirectory(dependencies/spdlog)
target_link_libraries(${PROJECT_NAME} PUBLIC spdlog)
target_include_directories(${PROJECT_NAME} PUBLIC dependencies/spdlog/include)
# freetype
set(BUILD_SHARED_LIBS ON)
add_subdirectory(dependencies/freetype)
target_link_libraries(${PROJECT_NAME} PRIVATE freetype)
target_include_directories(${PROJECT_NAME} PRIVATE dependencies/freetype/include)
set(BUILD_SHARED_LIBS OFF)
# stb
target_include_directories(${PROJECT_NAME} PRIVATE dependencies/stb)
# public API:

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#pragma once
#define SDLTEST_VERSION @PROJECT_VERSION@

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Subproject commit 284769633864df4b1395f164dc16d03163973a63

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Subproject commit dd91f6e7f5a051818070c49715125fb72074023e

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Subproject commit ea756f7cc5e11dcef3cafdab87d45b3b528c875d

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Subproject commit cc98465e3508535ba8c7f6208df934c156a018dc

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Subproject commit f44fa31f5110331af196d0ed7f00ae1c7b8ef3cc

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Subproject commit af1a5bc352164740c1cc1354942b1c6b72eacb8a

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#pragma once
#include "component.hpp"
#include "object.hpp"
#include <vector>
#include <glm/glm.hpp>
#include <glm/ext.hpp>
namespace components {
class Camera : public Component {
public:
Camera(Object* parent);
~Camera();
// called every frame, don't call manually
void updateCam(glm::mat4 transform);
void makeActive();
bool isActive();
void usePerspective(float fovDeg);
void useOrtho();
bool m_noClear = false;
glm::vec3 m_lightPos = { 0.0f, 100.0f, 0.0f };
glm::vec4 clearColor{0.1f, 0.1f, 0.1f, 1.0f};
glm::mat4 m_projMatrix{ 1.0f };
private:
enum class Modes {
PERSPECTIVE,
ORTHOGRAPHIC
};
Modes m_mode = Modes::ORTHOGRAPHIC;
// perspective mode settings
float m_fovDeg = 90.0f;
static glm::vec4 s_clearColor;
};
}

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#pragma once
class Object;
class Window;
class Input;
class ResourceManager;
class Component {
public:
enum class TypeEnum {
TRANSFORM,
CAMERA,
RENDERER,
UI,
CUSTOM,
};
Component(Object* parent, TypeEnum type);
Component(const Component&) = delete;
Component& operator=(const Component&) = delete;
virtual ~Component() = 0;
int getID();
TypeEnum getType();
Object& parent;
protected:
Window& win;
Input& inp;
ResourceManager& res;
private:
static int s_next_component_id;
int m_id = s_next_component_id;
TypeEnum m_type;
};

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#pragma once
#include "component.hpp"
#include <glm/mat4x4.hpp>
namespace components {
class CustomComponent : public Component {
public:
CustomComponent(Object* parent);
virtual ~CustomComponent() = 0;
virtual void onInit();
virtual void onUpdate(glm::mat4 t);
};
}

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#pragma once
#include "component.hpp"
#include "resources/shader.hpp"
#include "resources/mesh.hpp"
#include "resources/texture.hpp"
#include <vector>
#include <string>
#include <memory>
namespace components {
class Renderer : public Component {
public:
Renderer(Object*);
~Renderer() override;
// called every frame, do not call manually
void render(glm::mat4 transform);
void setMesh(const std::string& name);
void setTexture(const std::string& name);
std::shared_ptr<resources::Mesh> m_mesh = nullptr;
std::shared_ptr<resources::Texture> m_texture;
glm::vec3 m_color = { 1.0f, 1.0f, 1.0f };
glm::vec3 m_emission = { 0.0f, 0.0f, 0.0f };
private:
std::shared_ptr<resources::Shader> m_shader;
};
}

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#pragma once
#include "component.hpp"
#include "resources/font.hpp"
#include "resources/mesh.hpp"
#include <glm/mat4x4.hpp>
namespace components {
class UI : public Component {
public:
UI(Object*);
~UI() override;
// called every frame, do not call manually
void render(glm::mat4 transform);
std::string m_text = "hello world";
glm::vec3 m_color = {1.0f, 1.0f, 1.0f};
enum class Alignment {
NONE = 0,
LEFT = 1,
RIGHT = 2
};
Alignment m_alignment = Alignment::LEFT;
bool m_scaled = true;
private:
std::shared_ptr<resources::Font> m_font;
std::shared_ptr<resources::Shader> m_shader;
};
}

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#pragma once
#include "component.hpp"
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
#include <glm/ext/quaternion_float.hpp>
#include <vector>
#include <string>
#include <memory>
namespace components {
class Transform : public Component {
// Scale, rotate (XYZ), translate
private:
glm::mat4 m_transformMatrix{1.0f};
public:
Transform(Object*);
~Transform() override;
glm::vec3 position{0.0f};
glm::quat rotation{};
glm::vec3 scale{1.0f};
};
}

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#pragma once
#include "inputs/mouse.hpp"
#include "inputs/keyboard.hpp"
#include <vector>
#include <array>
#include <string>
class Window;
enum class InputDevice : int {
MOUSE,
KEYBOARD,
CONTROLLER,
SIZE
};
// This class should be used to get platform/input-device independent input
class Input {
public:
// requires a window reference to get input from
Input(const Window& win);
Input(const Input&) = delete;
Input& operator=(const Input&) = delete;
~Input();
// Add a mouse input
void addInputButton(const std::string& name, inputs::MouseButton button);
void addInputAxis(const std::string& name, inputs::MouseAxis axis);
void addInputButtonAsAxis(const std::string& name, inputs::MouseButton high, inputs::MouseButton low);
// Add a keyboard input
void addInputButton(const std::string& name, inputs::Key button);
void addInputButtonAsAxis(const std::string& name, inputs::Key high, inputs::Key low);
void delInputButton(int index);
void delInputAxis(int index);
void setDeviceActive(enum InputDevice device, bool active);
bool getDeviceActive(enum InputDevice device) const;
float getAxis(const std::string& axisName) const;
bool getButton(const std::string& buttonName) const;
bool getButtonPress(const std::string& buttonName) const;
bool getButtonRelease(const std::string& buttonName) const;
private:
struct ButtonEntry {
std::string name;
enum InputDevice device;
int button; // enumeration of device buttons or axes
};
struct AxisEntry {
std::string name;
enum InputDevice device;
int axis;
bool isButtonAxis;
int high;
int low;
};
const Window& m_win;
std::vector<struct ButtonEntry> m_buttonEntries;
std::vector<struct AxisEntry> m_axisEntries;
std::array<bool, static_cast<int>(InputDevice::SIZE)> m_enabledDevices;
// private methods
float getDeviceAxis(enum InputDevice device, int axis) const;
bool getDeviceButton(enum InputDevice device, int button) const;
bool getDeviceButtonDown(enum InputDevice device, int button) const;
bool getDeviceButtonUp(enum InputDevice device, int button) const;
float getButtonAxis(enum InputDevice device, int high, int low) const;
void addInputButton(const std::string& name, InputDevice device, int button);
void addInputAxis(const std::string& name, InputDevice device, int axis);
void addInputButtonAsAxis(const std::string& name, InputDevice device, int high, int low);
};

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#pragma once
// Keyboard scancodes, taken from SDL_scancode.h
namespace inputs {
enum class Key : int {
UNKNOWN = 0,
/**
* \name Usage page 0x07
*
* These values are from usage page 0x07 (USB keyboard page).
*/
/* @{ */
A = 4,
B = 5,
C = 6,
D = 7,
E = 8,
F = 9,
G = 10,
H = 11,
I = 12,
J = 13,
K = 14,
L = 15,
M = 16,
N = 17,
O = 18,
P = 19,
Q = 20,
R = 21,
S = 22,
T = 23,
U = 24,
V = 25,
W = 26,
X = 27,
Y = 28,
Z = 29,
N1 = 30,
N2 = 31,
N3 = 32,
N4 = 33,
N5 = 34,
N6 = 35,
N7 = 36,
N8 = 37,
N9 = 38,
N0 = 39,
RETURN = 40,
ESCAPE = 41,
BACKSPACE = 42,
TAB = 43,
SPACE = 44,
MINUS = 45,
EQUALS = 46,
LEFTBRACKET = 47,
RIGHTBRACKET = 48,
BACKSLASH = 49, /**< Located at the lower left of the return
* key on ISO keyboards and at the right end
* of the QWERTY row on ANSI keyboards.
* Produces REVERSE SOLIDUS (backslash) and
* VERTICAL LINE in a US layout, REVERSE
* SOLIDUS and VERTICAL LINE in a UK Mac
* layout, NUMBER SIGN and TILDE in a UK
* Windows layout, DOLLAR SIGN and POUND SIGN
* in a Swiss German layout, NUMBER SIGN and
* APOSTROPHE in a German layout, GRAVE
* ACCENT and POUND SIGN in a French Mac
* layout, and ASTERISK and MICRO SIGN in a
* French Windows layout.
*/
NONUSHASH = 50, /**< ISO USB keyboards actually use this code
* instead of 49 for the same key, but all
* OSes I've seen treat the two codes
* identically. So, as an implementor, unless
* your keyboard generates both of those
* codes and your OS treats them differently,
* you should generate BACKSLASH
* instead of this code. As a user, you
* should not rely on this code because SDL
* will never generate it with most (all?)
* keyboards.
*/
SEMICOLON = 51,
APOSTROPHE = 52,
GRAVE = 53, /**< Located in the top left corner (on both ANSI
* and ISO keyboards). Produces GRAVE ACCENT and
* TILDE in a US Windows layout and in US and UK
* Mac layouts on ANSI keyboards, GRAVE ACCENT
* and NOT SIGN in a UK Windows layout, SECTION
* SIGN and PLUS-MINUS SIGN in US and UK Mac
* layouts on ISO keyboards, SECTION SIGN and
* DEGREE SIGN in a Swiss German layout (Mac:
* only on ISO keyboards), CIRCUMFLEX ACCENT and
* DEGREE SIGN in a German layout (Mac: only on
* ISO keyboards), SUPERSCRIPT TWO and TILDE in a
* French Windows layout, COMMERCIAL AT and
* NUMBER SIGN in a French Mac layout on ISO
* keyboards, and LESS-THAN SIGN and GREATER-THAN
* SIGN in a Swiss German, German, or French Mac
* layout on ANSI keyboards.
*/
COMMA = 54,
PERIOD = 55,
SLASH = 56,
CAPSLOCK = 57,
F1 = 58,
F2 = 59,
F3 = 60,
F4 = 61,
F5 = 62,
F6 = 63,
F7 = 64,
F8 = 65,
F9 = 66,
F10 = 67,
F11 = 68,
F12 = 69,
PRINTSCREEN = 70,
SCROLLLOCK = 71,
PAUSE = 72,
INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
does send code 73, not 117) */
HOME = 74,
PAGEUP = 75,
DELETE = 76,
END = 77,
PAGEDOWN = 78,
RIGHT = 79,
LEFT = 80,
DOWN = 81,
UP = 82,
NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
*/
KP_DIVIDE = 84,
KP_MULTIPLY = 85,
KP_MINUS = 86,
KP_PLUS = 87,
KP_ENTER = 88,
KP_1 = 89,
KP_2 = 90,
KP_3 = 91,
KP_4 = 92,
KP_5 = 93,
KP_6 = 94,
KP_7 = 95,
KP_8 = 96,
KP_9 = 97,
KP_0 = 98,
KP_PERIOD = 99,
NONUSBACKSLASH = 100, /**< This is the additional key that ISO
* keyboards have over ANSI ones,
* located between left shift and Y.
* Produces GRAVE ACCENT and TILDE in a
* US or UK Mac layout, REVERSE SOLIDUS
* (backslash) and VERTICAL LINE in a
* US or UK Windows layout, and
* LESS-THAN SIGN and GREATER-THAN SIGN
* in a Swiss German, German, or French
* layout. */
APPLICATION = 101, /**< windows contextual menu, compose */
POWER = 102, /**< The USB document says this is a status flag,
* not a physical key - but some Mac keyboards
* do have a power key. */
KP_EQUALS = 103,
F13 = 104,
F14 = 105,
F15 = 106,
F16 = 107,
F17 = 108,
F18 = 109,
F19 = 110,
F20 = 111,
F21 = 112,
F22 = 113,
F23 = 114,
F24 = 115,
EXECUTE = 116,
HELP = 117,
MENU = 118,
SELECT = 119,
STOP = 120,
AGAIN = 121, /**< redo */
UNDO = 122,
CUT = 123,
COPY = 124,
PASTE = 125,
FIND = 126,
MUTE = 127,
VOLUMEUP = 128,
VOLUMEDOWN = 129,
/* not sure whether there's a reason to enable these */
/* LOCKINGCAPSLOCK = 130, */
/* LOCKINGNUMLOCK = 131, */
/* LOCKINGSCROLLLOCK = 132, */
KP_COMMA = 133,
KP_EQUALSAS400 = 134,
INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
footnotes in USB doc */
INTERNATIONAL2 = 136,
INTERNATIONAL3 = 137, /**< Yen */
INTERNATIONAL4 = 138,
INTERNATIONAL5 = 139,
INTERNATIONAL6 = 140,
INTERNATIONAL7 = 141,
INTERNATIONAL8 = 142,
INTERNATIONAL9 = 143,
LANG1 = 144, /**< Hangul/English toggle */
LANG2 = 145, /**< Hanja conversion */
LANG3 = 146, /**< Katakana */
LANG4 = 147, /**< Hiragana */
LANG5 = 148, /**< Zenkaku/Hankaku */
LANG6 = 149, /**< reserved */
LANG7 = 150, /**< reserved */
LANG8 = 151, /**< reserved */
LANG9 = 152, /**< reserved */
ALTERASE = 153, /**< Erase-Eaze */
SYSREQ = 154,
CANCEL = 155,
CLEAR = 156,
PRIOR = 157,
RETURN2 = 158,
SEPARATOR = 159,
OUT = 160,
OPER = 161,
CLEARAGAIN = 162,
CRSEL = 163,
EXSEL = 164,
KP_00 = 176,
KP_000 = 177,
THOUSANDSSEPARATOR = 178,
DECIMALSEPARATOR = 179,
CURRENCYUNIT = 180,
CURRENCYSUBUNIT = 181,
KP_LEFTPAREN = 182,
KP_RIGHTPAREN = 183,
KP_LEFTBRACE = 184,
KP_RIGHTBRACE = 185,
KP_TAB = 186,
KP_BACKSPACE = 187,
KP_A = 188,
KP_B = 189,
KP_C = 190,
KP_D = 191,
KP_E = 192,
KP_F = 193,
KP_XOR = 194,
KP_POWER = 195,
KP_PERCENT = 196,
KP_LESS = 197,
KP_GREATER = 198,
KP_AMPERSAND = 199,
KP_DBLAMPERSAND = 200,
KP_VERTICALBAR = 201,
KP_DBLVERTICALBAR = 202,
KP_COLON = 203,
KP_HASH = 204,
KP_SPACE = 205,
KP_AT = 206,
KP_EXCLAM = 207,
KP_MEMSTORE = 208,
KP_MEMRECALL = 209,
KP_MEMCLEAR = 210,
KP_MEMADD = 211,
KP_MEMSUBTRACT = 212,
KP_MEMMULTIPLY = 213,
KP_MEMDIVIDE = 214,
KP_PLUSMINUS = 215,
KP_CLEAR = 216,
KP_CLEARENTRY = 217,
KP_BINARY = 218,
KP_OCTAL = 219,
KP_DECIMAL = 220,
KP_HEXADECIMAL = 221,
LCTRL = 224,
LSHIFT = 225,
LALT = 226, /**< alt, option */
LGUI = 227, /**< windows, command (apple), meta */
RCTRL = 228,
RSHIFT = 229,
RALT = 230, /**< alt gr, option */
RGUI = 231, /**< windows, command (apple), meta */
MODE = 257, /**< I'm not sure if this is really not covered
* by any of the above, but since there's a
* special KMOD_MODE for it I'm adding it here
*/
/* @} *//* Usage page 0x07 */
/**
* \name Usage page 0x0C
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
AUDIONEXT = 258,
AUDIOPREV = 259,
AUDIOSTOP = 260,
AUDIOPLAY = 261,
AUDIOMUTE = 262,
MEDIASELECT = 263,
WWW = 264,
MAIL = 265,
CALCULATOR = 266,
COMPUTER = 267,
AC_SEARCH = 268,
AC_HOME = 269,
AC_BACK = 270,
AC_FORWARD = 271,
AC_STOP = 272,
AC_REFRESH = 273,
AC_BOOKMARKS = 274,
/* @} *//* Usage page 0x0C */
/**
* \name Walther keys
*
* These are values that Christian Walther added (for mac keyboard?).
*/
/* @{ */
BRIGHTNESSDOWN = 275,
BRIGHTNESSUP = 276,
DISPLAYSWITCH = 277, /**< display mirroring/dual display
switch, video mode switch */
KBDILLUMTOGGLE = 278,
KBDILLUMDOWN = 279,
KBDILLUMUP = 280,
EJECT = 281,
SLEEP = 282,
APP1 = 283,
APP2 = 284,
/* @} *//* Walther keys */
/**
* \name Usage page 0x0C (additional media keys)
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
AUDIOREWIND = 285,
AUDIOFASTFORWARD = 286,
/* @} *//* Usage page 0x0C (additional media keys) */
/* Add any other keys here. */
NUM_SCANCODES = 512 /**< not a key, just marks the number of scancodes
for array bounds */
};
}

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#pragma once
namespace inputs {
enum class MouseButton : int {
M_LEFT,
M_MIDDLE,
M_RIGHT,
M_X1,
M_X2,
M_INVALID=7,
M_SIZE=7
};
enum class MouseAxis : int {
X,
Y,
X_SCR,
Y_SCR
};
}

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#pragma once
#ifdef NDEBUG
#define SPDLOG_ACTIVE_LEVEL 2 // info
#else
#define SPDLOG_ACTIVE_LEVEL 0 // trace
#endif
#include <spdlog/spdlog.h>
#define TRACE SPDLOG_TRACE
#define DEBUG SPDLOG_DEBUG
#define INFO SPDLOG_INFO
#define WARN SPDLOG_WARN
#define ERROR SPDLOG_ERROR
#define CRITICAL SPDLOG_CRITICAL

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#pragma once
#include <glm/mat4x4.hpp>
#include <list>
#include <vector>
#include <string>
#include <memory>
#include <stdexcept>
class Window;
class Input;
class ResourceManager;
class SceneRoot;
class Component;
namespace components {
class Transform;
class Camera;
class Renderer;
class UI;
class CustomComponent;
}
struct GameIO {
Window * const win;
Input * const input;
ResourceManager * const resMan;
};
// This object lives until it is deleted by its parent(s) or finally when the "Scene" is destroyed.
// Therefore it is safe to return raw pointers
class Object {
public:
Object(std::string name, Object* parent, SceneRoot& root, struct GameIO things);
Object(const Object&) = delete;
Object& operator=(const Object&) = delete;
~Object();
Window& win;
Input& inp;
ResourceManager& res;
SceneRoot& root;
std::string getName();
Object* getParent();
Object* getChild(std::string name);
std::vector<Object*> getChildren();
Object* createChild(std::string name);
void deleteChild(std::string name);
void printTree(int level = 0);
// Returns the component of type T
// Returns nullptr if the component is not found.
template<class T> T* getComponent();
// returns the component added
template<class T> T* createComponent();
template<class T> void deleteComponent();
struct CompList {
std::vector<std::pair<components::Camera*, glm::mat4>> cameras;
std::vector<std::pair<components::Renderer*, glm::mat4>> renderers;
std::vector<std::pair<components::UI*, glm::mat4>> uis;
std::vector<std::pair<components::CustomComponent*, glm::mat4>> customs;
};
// Adds to the provided vector all components of this object and of its children recursively.
// Ignores 'Transform'
void getAllSubComponents(struct CompList& compList, glm::mat4 t);
private:
static int s_object_count;
int m_id = s_object_count;
std::string m_name;
std::list<std::unique_ptr<Object>> m_children{};
std::list<std::unique_ptr<Component>> m_components{};
// If nullptr, this is the root object
Object* const m_parent;
struct GameIO m_gameIO;
};
// implementation of template functions
template<class T> T* Object::getComponent()
{
if (std::is_base_of<Component, T>::value == false) {
throw std::runtime_error("getComponent() error: specified type is not a subclass of 'Component'");
}
for (const auto& component : m_components) {
T* derived = dynamic_cast<T*>(component.get());
if (derived != nullptr) {
return derived;
}
}
return nullptr;
}
template <class T> T* Object::createComponent()
{
if (std::is_base_of<Component, T>::value == false) {
throw std::runtime_error("addComponent() error: specified type is not a subclass of 'Component'");
}
if (getComponent<T>() != nullptr) {
throw std::runtime_error("addComponent() error: attempt to add component of a type already present");
}
m_components.emplace_back(std::make_unique<T>(this));
return dynamic_cast<T*>(m_components.back().get());
}
template<class T> void Object::deleteComponent()
{
if (std::is_base_of<Component, T>::value == false) {
throw std::runtime_error("deleteComponent() error: specified type is not a subclass of 'Component'");
}
if (std::is_same<T, components::Transform>::value) {
throw std::runtime_error("deleteComponent() error: attempt to remove the 'Transform' component");
}
for (auto itr = m_components.begin(); itr != m_components.end(); ++itr) {
if (dynamic_cast<T*>((*itr).get()) != nullptr) {
m_components.erase(itr);
return;
}
}
throw std::runtime_error("deleteComponent() error: attempt to delete component that is not present.");
}

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#pragma once
#include "resources/resource.hpp"
#include <vector>
#include <unordered_map>
// Doesn't own resources, only holds weak_ptrs
class ResourceManager {
public:
ResourceManager();
ResourceManager(const ResourceManager&) = delete;
ResourceManager& operator=(const ResourceManager&) = delete;
~ResourceManager() = default;
template <class T>
std::shared_ptr<T> create(const std::string& name);
// creates the resource if it is not in the map or the weak_ptr has expired
template <class T>
std::shared_ptr<T> get(const std::string& name);
std::unique_ptr<std::string> getResourcesListString();
std::vector<std::weak_ptr<Resource>> getAllResourcesOfType(const std::string& type);
std::filesystem::path getFilePath(const std::string& name);
private:
std::filesystem::path m_resourcesPath;
std::unordered_map<std::string, std::weak_ptr<Resource>> m_resources;
};
template <class T>
std::shared_ptr<T> ResourceManager::create(const std::string& name)
{
if (std::is_base_of<Resource, T>::value == false) {
throw std::runtime_error("ResourceManager::create() error: specified type is not a subclass of 'Resource'");
}
auto resource = std::make_shared<T>(getFilePath(name));
m_resources.emplace(name, std::dynamic_pointer_cast<Resource>(resource));
return resource;
}
template <class T>
std::shared_ptr<T> ResourceManager::get(const std::string& name)
{
if (std::is_base_of<Resource, T>::value == false) {
throw std::runtime_error("ResourceManager::get() error: specified type is not a subclass of 'Resource'");
}
if (m_resources.contains(name)) {
std::weak_ptr<Resource> res = m_resources.at(name);
if (res.expired() == false) {
// resource definitely exists
auto castedSharedPtr = std::dynamic_pointer_cast<T>(res.lock());
if (castedSharedPtr == nullptr) {
throw std::runtime_error("error: attempt to get Resource which already exists as another type");
}
else {
return castedSharedPtr;
}
}
else {
// Resource in map but no longer exists. Delete it.
m_resources.erase(name);
}
}
return create<T>(name);
}

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#pragma once
#include "resource.hpp"
#include <glad/glad.h>
#include <glm/vec2.hpp>
#include <map>
namespace resources {
class Font : public Resource {
public:
struct Character {
unsigned int textureID; // openGL texture handle
glm::ivec2 size;
glm::ivec2 bearing; // offset from baseline to top-left of glyph
long advance; // offset to the next glyph
};
Font(const std::filesystem::path& resPath);
~Font() override;
Character getChar(char c);
private:
std::map<char, Character> m_characters;
};
}

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#pragma once
#include "resource.hpp"
#include "resources/shader.hpp"
#include <glad/glad.h>
#include <glm/vec3.hpp>
#include <glm/vec2.hpp>
#include <vector>
#include <memory>
struct Vertex {
glm::vec3 pos;
glm::vec3 norm;
glm::vec2 uv;
};
namespace resources {
class Mesh : public Resource {
public:
Mesh(const std::vector<Vertex>& vertices);
Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices);
Mesh(const std::filesystem::path& resPath);
~Mesh() override;
void drawMesh(const Shader& shader);
static void invalidate()
{
s_active_vao = -1;
}
std::vector<Vertex> m_vertices;
std::vector<unsigned int> m_indices;
private:
static int s_active_vao;
GLuint m_vao;
GLuint m_vbo;
GLuint m_ebo;
void bindVAO() const;
void initMesh();
};
}

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#pragma once
#include <string>
#include <filesystem>
class Resource {
public:
Resource(const std::filesystem::path& resPath, const std::string& type);
Resource(const Resource&) = delete;
Resource& operator=(const Resource&) = delete;
virtual ~Resource() = 0;
std::string getType();
protected:
std::filesystem::path m_resourcePath;
private:
const std::string m_type;
};

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#pragma once
#include "resource.hpp"
#include <glad/glad.h>
#include <glm/mat4x4.hpp>
#include <string>
#include <map>
namespace resources {
class Shader : public Resource {
public:
Shader(const std::filesystem::path& resPath);
~Shader() override;
enum class UniformType {
FLOAT_MAT4 = GL_FLOAT_MAT4,
FLOAT_VEC2 = GL_FLOAT_VEC2,
FLOAT_VEC3 = GL_FLOAT_VEC3,
SAMPLER_2D = GL_SAMPLER_2D,
NOTFOUND
};
void makeActive() const;
bool setUniform_m4(const std::string& name, const glm::mat4&) const;
bool setUniform_v2(const std::string& name, const glm::vec2&) const;
bool setUniform_v3(const std::string& name, const glm::vec3&) const;
bool setUniform_i(const std::string& name, int) const;
bool setUniform_f(const std::string& name, float) const;
UniformType getUniformType(const std::string& name) const;
int getAttribLocation(const std::string& name) const;
static void invalidate()
{
s_activeProgram = -1;
}
private:
struct Uniform {
GLint size;
UniformType type;
GLuint location;
};
struct Attribute {
GLint size;
UniformType type;
GLuint location;
};
// fields
GLuint m_program;
std::map<std::string, Uniform> m_uniforms{};
std::map<std::string, Attribute> m_attributes{};
// static members
// Only valid if glUseProgram is never called outside this class's method
static GLuint s_activeProgram;
// -1 if not found
int getUniformLocation(const std::string& name) const;
};
}

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#pragma once
#include "resource.hpp"
#include <glad/glad.h>
namespace resources {
class Texture : public Resource {
private:
static GLuint s_binded_texture;
GLuint m_texture;
public:
Texture(const std::filesystem::path& resPath);
~Texture() override;
void bindTexture() const;
static void invalidate();
};
}

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#pragma once
#include "object.hpp"
#include <filesystem>
// Holds everything you would expect to find in a game scene
class SceneRoot : public Object {
public:
// create a new empty scene
SceneRoot(struct GameIO things);
SceneRoot(const std::filesystem::path& file, struct GameIO things);
SceneRoot(const SceneRoot&) = delete;
SceneRoot& operator=(const SceneRoot&) = delete;
~SceneRoot();
void updateStuff();
void activateCam(int id);
void deactivateCam(int id);
private:
std::vector<int> m_activeCameras{};
};

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#pragma once
#include "inputs/keyboard.hpp"
#include "inputs/mouse.hpp"
#pragma warning (push, 0)
#include <SDL.h>
#pragma warning (pop)
#include <glm/vec2.hpp>
#include <array>
#include <string>
extern const uint64_t BILLION;
class Window {
public:
Window(const std::string& title);
Window(const Window&) = delete;
Window& operator=(const Window&) = delete;
~Window();
// Return the title name
std::string getTitle() const;
// Make this window the current OpenGL context.
// This is already done in window initialisation.
void makeContextCurrent();
// Tell the GPU to render the back buffer to the screen.
// Run this on every frame.
void swapBuffers();
// Update the window state to capture any events that have occurred.
// Run this on every frame.
void getInputAndEvents();
// if 'true', swapBuffers() will wait in order to synchronise with the
// monitor's refresh rate.
void setVSync(bool enable);
// Returns true if VSync is enabled.
bool getVSync() const;
glm::ivec2 getViewportSize();
void setTitle(std::string title);
// Hides the window (it will appear closed to the user).
void hide();
// Shows the window again.
void show();
// Raises the window above other windows and sets the input focus
void focus();
// Returns true if the window has focus
bool hasFocus() const;
// Sets the close flag, check this with shouldClose()
void setCloseFlag();
// Returns true if the window should remain open
bool isRunning() const;
void setFullscreen(bool fullscreen, bool exclusive=true);
void toggleFullscreen();
bool isFullscreen() const;
// Relative mouse mode captures the cursor for FPS style use. Returns false if unsupported.
bool setRelativeMouseMode(bool enabled);
// returns true if relative mouse mode is enabled
bool mouseCaptured();
// window events
// Returns true if the window was just resized during the previous frame
bool getWindowResized() const;
// Set the window resized flag (to recalculate aspect ratios and such)
inline void setResizedFlag()
{
m_justResized = true;
}
// keyboard events
// returns true if key is down
bool getKey(inputs::Key key) const;
// returns true if key was just pressed
bool getKeyPress(inputs::Key key) const;
// returns true if key was just released
bool getKeyRelease(inputs::Key key) const;
// mouse events
// returns true if button is down
bool getButton(inputs::MouseButton button) const;
// returns true if button was just pressed
bool getButtonPress(inputs::MouseButton button) const;
// returns true if button was just released
bool getButtonRelease(inputs::MouseButton button) const;
// retrieves x coordinate of the mouse
int getMouseX() const;
// retrieves y coordinate of the mouse
int getMouseY() const;
// retrieves mouse x coordinate normalised for OpenGL
float getMouseNormX() const;
// retrieves mouse y coordinate normalised for OpenGL
float getMouseNormY() const;
// retrieves dx of the mouse since the last frame
int getMouseDX() const;
// retrieves dy of the mouse since the last frame
int getMouseDY() const;
// retrieves amount scrolled vertically
float getMouseScrollX() const;
// retrieves amount scrolled horizontally
float getMouseScrollY() const;
// joystick/gamepad events (maybe), other misc events
// returns the performance counter value in nanoseconds;
uint64_t getNanos() const;
// get the time recorded at the end of the last frame
uint64_t getLastFrameStamp() const;
// returns the number of frames elapsed since window creation
uint64_t getFrameCount() const;
uint64_t getStartTime() const;;
float dt() const; // returns delta time in seconds
uint64_t getFPS() const;
uint64_t getAvgFPS() const;
void resetAvgFPS();
bool infoBox(const std::string& title, const std::string& msg);
/* STATIC METHODS */
static void errorBox(const std::string& message);
private:
SDL_Window* m_handle;
SDL_GLContext m_glContext;
bool m_shouldClose = false;
std::string m_title;
bool m_fullscreen = false;
bool m_justResized = false;
bool m_keyboardFocus = true;
// size in screen coordinates
glm::ivec2 m_winSize = glm::vec2(640, 480);
// actual framebuffer size
glm::ivec2 m_fbSize;
// performance counter frequency
uint64_t m_counterFreq;
// number of frames swapped
uint64_t m_frames = 0;
// frame count offset for fpsAvg
uint64_t m_avgFpsStartCount = 0;
// in nanoseconds
uint64_t m_startTime;
// in nanoseconds
uint64_t m_lastFrameStamp;
// in nanoseconds; elapsed time between frames
uint64_t m_lastFrameTime = 1; // not 0 to avoid division by zero
// in nanoseconds
uint64_t m_avgFpsStart;
// input stuff
enum class ButtonDelta {
SAME = 0,
PRESSED,
RELEASED
};
struct {
std::array<bool, SDL_NUM_SCANCODES> keys;
std::array<enum ButtonDelta, SDL_NUM_SCANCODES> deltas;
} m_keyboard{ };
struct {
std::array<bool, static_cast<int>(inputs::MouseButton::M_SIZE)> buttons;
std::array<enum ButtonDelta, 8> deltas;
Sint32 x;
Sint32 y;
Sint32 dx;
Sint32 dy;
float xscroll;
float yscroll;
bool captured = false;
} m_mouse{ };
// private methods
void onResize(Sint32 width, Sint32 height);
void resetInputDeltas();
// event methods (like callbacks)
void onWindowEvent(SDL_WindowEvent& e);
void onKeyEvent(SDL_KeyboardEvent& e);
void onMouseButtonEvent(SDL_MouseButtonEvent& e);
void onMouseMotionEvent(SDL_MouseMotionEvent& e);
void onMouseWheelEvent(SDL_MouseWheelEvent& e);
};

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#include "components/camera.hpp"
#include "resource_manager.hpp"
#include "resources/shader.hpp"
#include "sceneroot.hpp"
#include "window.hpp"
#include "log.hpp"
static const std::string VIEW_MAT_UNIFORM = "viewMat";
static const std::string PROJ_MAT_UNIFORM = "projMat";
static const std::string WINDOW_SIZE_UNIFORM = "windowSize";
namespace components {
glm::vec4 Camera::s_clearColor{-999.0f, -999.0f, -999.0f, -999.0f};
Camera::Camera(Object* parent) : Component(parent, TypeEnum::CAMERA)
{
parent->root.activateCam(getID());
glEnable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
}
Camera::~Camera()
{
parent.root.deactivateCam(getID());
}
void Camera::updateCam(glm::mat4 transform)
{
if (parent.win.getWindowResized()) {
if (m_mode == Modes::PERSPECTIVE) {
usePerspective(m_fovDeg);
} else {
useOrtho();
}
}
glm::mat4 viewMatrix = glm::inverse(transform);
using namespace resources;
auto resPtrs = parent.res.getAllResourcesOfType("shader");
for (const auto& resPtr : resPtrs) {
// shader ref count increased by 1, but only in this scope
auto lockedPtr = resPtr.lock();
auto shader = dynamic_cast<Shader*>(lockedPtr.get());
shader->setUniform_m4(VIEW_MAT_UNIFORM, viewMatrix);
shader->setUniform_m4(PROJ_MAT_UNIFORM, m_projMatrix);
shader->setUniform_v2(WINDOW_SIZE_UNIFORM, win.getViewportSize());
shader->setUniform_v3("lightPos", m_lightPos);
}
if (s_clearColor != clearColor) {
s_clearColor = clearColor;
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
}
glClear((m_noClear ? 0 : GL_COLOR_BUFFER_BIT) | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
static glm::vec2 getViewportSize()
{
GLint64 viewportParams[4];
glGetInteger64v(GL_VIEWPORT, viewportParams);
return { viewportParams[2], viewportParams[3] };
}
void Camera::usePerspective(float fovDeg)
{
constexpr float NEAR = 0.1f;
constexpr float FAR = 1000.0f;
m_mode = Modes::PERSPECTIVE;
m_fovDeg = fovDeg;
glm::vec2 viewportDim = getViewportSize();
float fovRad = glm::radians(fovDeg);
m_projMatrix = glm::perspectiveFov(fovRad, viewportDim.x, viewportDim.y, NEAR, FAR);
}
void Camera::useOrtho()
{
m_mode = Modes::ORTHOGRAPHIC;
glm::vec2 viewportDim = getViewportSize();
float aspect = viewportDim.x / viewportDim.y;
m_projMatrix = glm::ortho(-10.0f * aspect, 10.0f * aspect, -10.0f, 10.0f, -100.0f, 100.0f);
}
}

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#include "components/component.hpp"
#include "object.hpp"
#include <iostream>
int Component::s_next_component_id = 0;
Component::Component(Object* parent, TypeEnum type) :
m_type(type), parent(*parent),
win(parent->win),
inp(parent->inp),
res(parent->res)
{
s_next_component_id++;
}
Component::~Component()
{
}
int Component::getID()
{
return m_id;
}
Component::TypeEnum Component::getType()
{
return m_type;
}

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#include "components/custom.hpp"
namespace components {
CustomComponent::CustomComponent(Object* parent) : Component(parent, TypeEnum::CUSTOM)
{
}
CustomComponent::~CustomComponent()
{
}
void CustomComponent::onInit()
{
}
void CustomComponent::onUpdate(glm::mat4 t)
{
}
}

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#include "components/mesh_renderer.hpp"
#include "object.hpp"
#include "resource_manager.hpp"
#include <iostream>
namespace components {
Renderer::Renderer(Object* parent) : Component(parent, TypeEnum::RENDERER)
{
m_shader = this->parent.res.get<resources::Shader>("shaders/basic.glsl");
m_texture = this->parent.res.get<resources::Texture>("textures/missing.png");
}
Renderer::~Renderer()
{
}
void Renderer::render(glm::mat4 transform)
{
m_shader->setUniform_f("ambientStrength", 0.4f);
m_shader->setUniform_v3("ambientColor", { 1.0f, 1.0f, 1.0f });
m_shader->setUniform_v3("lightColor", { 1.0f, 1.0f, 1.0f });
m_shader->setUniform_m4("modelMat", transform );
m_texture->bindTexture();
m_shader->setUniform_v3("baseColor", m_color );
m_shader->setUniform_v3("emission", m_emission );
if (m_mesh)
m_mesh->drawMesh(*m_shader);
}
void Renderer::setMesh(const std::string& name)
{
m_mesh = parent.res.get<resources::Mesh>(name);
}
void Renderer::setTexture(const std::string& name)
{
m_texture = parent.res.get<resources::Texture>(name);
}
}

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#include "components/text_ui_renderer.hpp"
#include "object.hpp"
#include "resource_manager.hpp"
#include "resources/texture.hpp"
namespace components {
UI::UI(Object* parent) : Component(parent, TypeEnum::UI)
{
const std::string FONTFILE{ "fonts/LiberationMono-Regular.ttf" };
m_font = parent->res.get<resources::Font>(FONTFILE);
m_shader = parent->res.get<resources::Shader>("shaders/font.glsl");
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
UI::~UI()
{
}
void UI::render(glm::mat4 transform)
{
glActiveTexture(GL_TEXTURE0);
m_shader->setUniform_m4("modelMat", transform);
m_shader->setUniform_v3("textColor", m_color);
m_shader->setUniform_i("textScaling", (int)m_scaled);
std::vector<resources::Font::Character> glyphs;
for (char c : m_text) {
glyphs.push_back(m_font->getChar(c));
}
constexpr float scale = 0.002f;
float x = 0.0f;
if (m_alignment == Alignment::RIGHT) {
// first find the length of the text
float len = 0.0f;
for (const auto& glyph : glyphs) {
len += (glyph.advance >> 6) * scale;
}
x = -len;
}
for (const auto& glyph : glyphs) {
float xpos = x + glyph.bearing.x * scale;
float ypos = (glyph.bearing.y - glyph.size.y) * scale;
float w = glyph.size.x * scale;
float h = glyph.size.y * scale;
resources::Mesh mesh({
{{xpos, ypos + h, 0.0f}, {}, {0.0f, 0.0f}},
{{xpos, ypos , 0.0f}, {}, {0.0f, 1.0f}},
{{xpos + w, ypos, 0.0f}, {}, {1.0f, 1.0f}},
{{xpos, ypos + h, 0.0f}, {}, {0.0f, 0.0f}},
{{xpos + w, ypos, 0.0f}, {}, {1.0f, 1.0f}},
{{xpos + w, ypos + h, 0.0f}, {}, {1.0f, 0.0f}},
});
glBindTexture(GL_TEXTURE_2D, glyph.textureID);
mesh.drawMesh(*m_shader);
x += (glyph.advance >> 6) * scale;
}
resources::Texture::invalidate();
}
}

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#include "components/transform.hpp"
#include <iostream>
namespace components {
Transform::Transform(Object* parent) : Component(parent, TypeEnum::TRANSFORM)
{
}
Transform::~Transform()
{
}
}

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#include "input.hpp"
#include "window.hpp"
#include <string>
#include <stdexcept>
Input::Input(const Window &win) : m_win(win)
{
m_enabledDevices.fill(true);
}
Input::~Input()
{
}
// private methods
float Input::getDeviceAxis(enum InputDevice device, int axis) const
{
switch (device) {
case InputDevice::MOUSE:
switch (static_cast<inputs::MouseAxis>(axis)) {
case inputs::MouseAxis::X:
return static_cast<float>(m_win.getMouseDX());
case inputs::MouseAxis::Y:
return static_cast<float>(m_win.getMouseDY());
case inputs::MouseAxis::X_SCR:
return m_win.getMouseScrollX();
case inputs::MouseAxis::Y_SCR:
return m_win.getMouseScrollY();
default: break;
}
break;
case InputDevice::KEYBOARD:
break;
case InputDevice::CONTROLLER:
break;
default: break;
}
throw std::runtime_error("Error getting device axis");
}
bool Input::getDeviceButton(enum InputDevice device, int button) const
{
switch (device) {
case InputDevice::MOUSE:
return m_win.getButton(static_cast<inputs::MouseButton>(button));
case InputDevice::KEYBOARD:
return m_win.getKey(static_cast<inputs::Key>(button));
case InputDevice::CONTROLLER:
break;
default: break;
}
throw std::runtime_error("Error getting device button");
}
bool Input::getDeviceButtonDown(enum InputDevice device, int button) const
{
switch (device) {
case InputDevice::MOUSE:
return m_win.getButtonPress(static_cast<enum inputs::MouseButton>(button));
case InputDevice::KEYBOARD:
return m_win.getKeyPress(static_cast<enum inputs::Key>(button));
case InputDevice::CONTROLLER:
break;
default: break;
}
throw std::runtime_error("Error getting device button");
}
bool Input::getDeviceButtonUp(enum InputDevice device, int button) const
{
switch (device) {
case InputDevice::MOUSE:
return m_win.getButtonRelease(static_cast<enum inputs::MouseButton>(button));
case InputDevice::KEYBOARD:
return m_win.getKeyRelease(static_cast<enum inputs::Key>(button));
case InputDevice::CONTROLLER:
break;
default: break;
}
throw std::runtime_error("Error getting device button");
}
float Input::getButtonAxis(enum InputDevice device, int high, int low) const
{
float value = 0.0f;
if (getDeviceButton(device, high)) value += 1.0f;
if (low != 0) {
if (getDeviceButton(device, low)) value += -1.0f;
}
return value;
}
// public methods
void Input::addInputButton(const std::string& name, InputDevice device, int button)
{
m_buttonEntries.push_back( { name, device, button } );
}
void Input::addInputAxis(const std::string& name, InputDevice device, int axis)
{
m_axisEntries.push_back( { name, device, axis, false, 0, 0 } );
}
void Input::addInputButtonAsAxis(const std::string& name, InputDevice device, int high, int low)
{
m_axisEntries.push_back( { name, device, 0, true, high, low } );
}
// OVERLOADS:
// Add a mouse input
void Input::addInputButton(const std::string& name, inputs::MouseButton button)
{
addInputButton(name, InputDevice::MOUSE, static_cast<int>(button));
}
void Input::addInputAxis(const std::string& name, inputs::MouseAxis axis)
{
addInputAxis(name, InputDevice::MOUSE, static_cast<int>(axis));
}
void Input::addInputButtonAsAxis(const std::string& name, inputs::MouseButton high, inputs::MouseButton low)
{
addInputButtonAsAxis(name, InputDevice::MOUSE, static_cast<int>(high), static_cast<int>(low));
}
// Add a keyboard input (TODO: add KeyboardButton enum class)
void Input::addInputButton(const std::string& name, inputs::Key button)
{
addInputButton(name, InputDevice::KEYBOARD, static_cast<int>(button));
}
void Input::addInputButtonAsAxis(const std::string& name, inputs::Key high, inputs::Key low)
{
addInputButtonAsAxis(name, InputDevice::KEYBOARD, static_cast<int>(high), static_cast<int>(low));
}
void Input::delInputButton(int index)
{
std::vector<struct ButtonEntry>::iterator it = m_buttonEntries.begin();
std::advance(it, index);
m_buttonEntries.erase(it);
}
void Input::delInputAxis(int index)
{
std::vector<struct AxisEntry>::iterator it = m_axisEntries.begin();
std::advance(it, index);
m_axisEntries.erase(it);
}
void Input::setDeviceActive(enum InputDevice device, bool active)
{
m_enabledDevices[static_cast<int>(device)] = active;
}
bool Input::getDeviceActive(enum InputDevice device) const
{
return m_enabledDevices[static_cast<int>(device)];
}
float Input::getAxis(const std::string& axisName) const
{
for (const AxisEntry& e : m_axisEntries) {
if (e.name == axisName) {
if (m_enabledDevices[static_cast<int>(e.device)]) {
if (e.isButtonAxis) {
return getButtonAxis(e.device, e.high, e.low);
} else {
return getDeviceAxis(e.device, e.axis);
}
}
}
}
return 0.0f; // instead of throwing an exception, just return nothing
// throw std::runtime_error("Unable to find mapping in input table");
}
bool Input::getButton(const std::string& buttonName) const
{
bool isDown = false;
for (const ButtonEntry& e : m_buttonEntries) {
if (e.name == buttonName) {
if (m_enabledDevices[static_cast<int>(e.device)]) {
if (getDeviceButton(e.device, e.button) == true) {
isDown = true;
break;
}
}
}
}
return isDown;
}
bool Input::getButtonPress(const std::string& buttonName) const
{
bool isPressed = false;
for (const ButtonEntry& e : m_buttonEntries) {
if (e.name == buttonName) {
if (m_enabledDevices[static_cast<int>(e.device)]) {
if (getDeviceButtonDown(e.device, e.button) == true) {
isPressed = true;
break;
}
}
}
}
return isPressed;
}
bool Input::getButtonRelease(const std::string& buttonName) const
{
bool isReleased = false;
for (const ButtonEntry& e : m_buttonEntries) {
if (e.name == buttonName) {
if (m_enabledDevices[static_cast<int>(e.device)]) {
if (getDeviceButtonUp(e.device, e.button) == true) {
isReleased = true;
break;
}
}
}
}
return isReleased;
}

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#include "object.hpp"
#include "components/transform.hpp"
#include "components/camera.hpp"
#include "components/mesh_renderer.hpp"
#include "components/text_ui_renderer.hpp"
#include "components/custom.hpp"
#include <log.hpp>
int Object::s_object_count = 0;
Object::Object(std::string name, Object* parent, SceneRoot& root, struct GameIO things)
: m_name(name), m_parent(parent), root(root),
m_gameIO(things),
win(*things.win),
inp(*things.input),
res(*things.resMan)
{
s_object_count++;
// all objects come with at least a transform component
createComponent<components::Transform>();
}
Object::~Object()
{
}
std::string Object::getName()
{
return m_name;
}
Object* Object::getParent()
{
return m_parent;
}
Object* Object::getChild(std::string name)
{
for (const auto& child : m_children) {
if (name == child->getName()) {
return child.get();
}
}
return nullptr;
}
std::vector<Object*> Object::getChildren()
{
std::vector<Object*> newVector{};
for (const auto& child : m_children) {
newVector.push_back(child.get());
}
return newVector;
}
Object* Object::createChild(std::string name)
{
if (getChild(name) != nullptr) {
throw std::runtime_error("Attempt to create child object with existing name");
}
m_children.emplace_back(std::make_unique<Object>(name, this, root, m_gameIO));
return m_children.back().get();
}
void Object::deleteChild(std::string name)
{
for (auto itr = m_children.begin(); itr != m_children.end(); ++itr) {
if ((*itr)->getName() == name) {
m_children.erase(itr);
return;
}
}
throw std::runtime_error("Unable to delete child '" + name + "' as it does not exist");
}
void Object::printTree(int level)
{
std::string buf;
for (int i = 0; i < level; i++) {
if (i+1 == level) {
buf += "\\_______";
} else {
buf += " ";
}
}
buf += m_name;
INFO(buf);
for (const auto& child : this->getChildren()) {
child->printTree(level+1);
}
}
void Object::getAllSubComponents(struct CompList& compList, glm::mat4 parentTransform)
{
using namespace components;
glm::mat4 objTransform{1.0f};
auto t = getComponent<Transform>();
// rotation
objTransform = glm::mat4_cast(t->rotation);
// position
reinterpret_cast<glm::vec3&>(objTransform[3]) = t->position;
// scale (effectively applied first
objTransform = glm::scale(objTransform, t->scale);
const glm::mat4 newTransform = parentTransform * objTransform;
for (const auto& compUnq : m_components) {
const auto comp = compUnq.get();
switch (comp->getType()) {
case Component::TypeEnum::CAMERA:
compList.cameras.emplace_back(dynamic_cast<Camera*>(comp), newTransform);
break;
case Component::TypeEnum::RENDERER:
compList.renderers.emplace_back(dynamic_cast<Renderer*>(comp), newTransform);
break;
case Component::TypeEnum::UI:
compList.uis.emplace_back(dynamic_cast<UI*>(comp), newTransform);
break;
case Component::TypeEnum::CUSTOM:
compList.customs.emplace_back(dynamic_cast<CustomComponent*>(comp), newTransform);
break;
default:
break;
}
}
for (const auto& child : m_children) {
child->getAllSubComponents(compList, newTransform);
}
}

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#include "resource_manager.hpp"
#ifdef _MSC_VER
#include <windows.h>
#define MAX_PATH 260
#endif
ResourceManager::ResourceManager()
{
#ifdef _MSC_VER
CHAR exeDirBuf[MAX_PATH + 1];
GetModuleFileNameA(NULL, exeDirBuf, MAX_PATH + 1);
std::filesystem::path cwd = std::filesystem::path(exeDirBuf).parent_path();
#else
std::filesystem::path cwd = std::filesystem::current_path();
#endif
if (std::filesystem::is_directory(cwd / "res")) {
m_resourcesPath = std::filesystem::absolute("res");
} else {
m_resourcesPath = cwd.parent_path() / "share" / "sdltest";
}
if (std::filesystem::is_directory(m_resourcesPath) == false) {
m_resourcesPath = cwd.root_path() / "usr" / "local" / "share" / "sdltest";
}
if (std::filesystem::is_directory(m_resourcesPath) == false) {
throw std::runtime_error("Unable to determine resources location");
}
}
std::unique_ptr<std::string> ResourceManager::getResourcesListString()
{
auto bufPtr = std::make_unique<std::string>();
std::string& buf = *bufPtr;
int maxLength = 0;
for (const auto& [name, ptr] : m_resources) {
if (name.length() > maxLength)
maxLength = name.length();
}
for (const auto& [name, ptr] : m_resources) {
buf += name;
for (int i = 0; i < (maxLength - name.length() + 4); i++) {
buf += " ";
}
buf += std::to_string(ptr.use_count()) + "\n";
}
return bufPtr;
}
std::vector<std::weak_ptr<Resource>> ResourceManager::getAllResourcesOfType(const std::string& type)
{
std::vector<std::weak_ptr<Resource>> resources;
for (const auto& [name, ptr] : m_resources) {
if (ptr.expired() == false) {
if (ptr.lock()->getType() == type) {
resources.push_back(ptr);
}
}
}
return resources;
}
// private
std::filesystem::path ResourceManager::getFilePath(const std::string& name)
{
return m_resourcesPath / name;
}

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#include "resources/font.hpp"
#include <ft2build.h>
#include FT_FREETYPE_H
namespace resources {
Font::Font(const std::filesystem::path& resPath) : Resource(resPath, "font")
{
FT_Library library;
FT_Face face;
int err;
err = FT_Init_FreeType(&library);
if (err) {
throw std::runtime_error("Failed to initialise freetype library");
}
err = FT_New_Face(library, resPath.string().c_str(), 0, &face);
if (err == FT_Err_Unknown_File_Format) {
FT_Done_FreeType(library);
throw std::runtime_error("Unknown file format for font '" + resPath.string() + "'");
}
else if (err != 0) {
FT_Done_FreeType(library);
throw std::runtime_error("Unable to open font '" + resPath.string() + "'");
}
err = FT_Set_Pixel_Sizes(face, 0, 64);
if (err) {
FT_Done_Face(face);
FT_Done_FreeType(library);
throw std::runtime_error("Attempt to set pixel size to one unavailable in the font");
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (unsigned char c = 0; c < 128; c++) {
err = FT_Load_Char(face, c, FT_LOAD_RENDER);
if (err) {
FT_Done_Face(face);
FT_Done_FreeType(library);
throw std::runtime_error("Unable to load char glyph");
}
// generate texture
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
Character character = {
texture,
glm::ivec2{face->glyph->bitmap.width, face->glyph->bitmap.rows}, // Size of Glyph
glm::ivec2{face->glyph->bitmap_left, face->glyph->bitmap_top}, // Offset from baseline (bottom-left) to top-left of glyph
face->glyph->advance.x
};
m_characters.insert(std::make_pair(c, character));
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // reset alignment settings
FT_Done_Face(face);
FT_Done_FreeType(library);
}
Font::~Font()
{
}
Font::Character Font::getChar(char c)
{
return m_characters.at(c);
}
}

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#include "resources/mesh.hpp"
namespace resources {
struct MeshFileHeader {
unsigned int vertex_count;
unsigned int index_count;
int material;
};
static void loadMeshFromFile(const std::filesystem::path& path, std::vector<Vertex>* vertices, std::vector<unsigned int>* indices)
{
// TODO
// Replace this aberation with something that's readable and doesn't use FILE*
struct MeshFileHeader header{};
FILE* fp = fopen(path.string().c_str(), "rb");
if (fp == NULL) {
throw std::runtime_error("Unable to open mesh file " + path.string());
}
fread(&header, sizeof(struct MeshFileHeader), 1, fp);
indices->resize(header.index_count);
vertices->resize(header.vertex_count);
fread(&(*indices)[0], sizeof(unsigned int) * header.index_count, 1, fp);
fread(&((*vertices)[0].pos[0]), sizeof(float) * 8 * header.vertex_count, 1, fp);
fclose(fp);
}
static void loadObjFromFile(const std::filesystem::path& path, std::vector<Vertex>* vertices, std::vector<unsigned int>* indices)
{
}
// -1 means invalidated
int Mesh::s_active_vao = -1;
void Mesh::bindVAO() const
{
if (s_active_vao != m_vao) {
glBindVertexArray(m_vao);
s_active_vao = m_vao;
}
}
void Mesh::initMesh()
{
glGenVertexArrays(1, &m_vao);
bindVAO();
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertices.size()*sizeof(Vertex), &m_vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(unsigned int), &(m_indices[0]), GL_STATIC_DRAW);
// position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)offsetof(Vertex, pos));
// normal
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)offsetof(Vertex, norm));
// uv
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)offsetof(Vertex, uv));
}
void Mesh::drawMesh(const Shader& shader)
{
bindVAO();
shader.makeActive();
#ifndef SDLTEST_NOGFX
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices.size()), GL_UNSIGNED_INT, 0);
#endif
}
Mesh::Mesh(const std::vector<Vertex>& vertices) : Resource("", "mesh")
{
// constructor for custom meshes without an index array
m_vertices = vertices; // COPY over vertices
for (int i = 0; i < m_vertices.size(); i++) {
m_indices.push_back(i);
}
initMesh();
}
Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices) : Resource("", "mesh")
{
m_vertices = vertices; // COPY over vertices
m_indices = indices; // COPY over indices;
initMesh();
}
// To be used with the resource manager
Mesh::Mesh(const std::filesystem::path& resPath) : Resource(resPath, "mesh")
{
loadMeshFromFile(resPath, &m_vertices, &m_indices);
initMesh();
}
Mesh::~Mesh()
{
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ebo);
if (s_active_vao == m_vao) {
s_active_vao = -1;
}
}
}

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#include "resources/resource.hpp"
#include <log.hpp>
Resource::Resource(const std::filesystem::path& resPath, const std::string& type) : m_resourcePath(resPath), m_type(type)
{
if (m_type != "mesh")
TRACE("Creating {} resource: {}", type, resPath.filename().string());
}
Resource::~Resource()
{
if (m_type != "mesh")
TRACE("Destroyed {} resource: {}", m_type, m_resourcePath.filename().string());
}
std::string Resource::getType()
{
return m_type;
}

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#include "resources/shader.hpp"
#include <glad/glad.h>
#include <log.hpp>
#include <string>
#include <fstream>
#include <vector>
#include <span>
static std::unique_ptr<std::vector<char>> readFile(const char * path)
{
std::ifstream file(path, std::ios::binary | std::ios::ate);
//file.exceptions(std::ifstream::failbit); // throw exception if file cannot be opened
if (file.fail()) {
throw std::runtime_error("Failed to open file for reading: " + std::string(path));
}
size_t size = file.tellg();
file.seekg(0, std::ios::beg);
auto buf = std::make_unique<std::vector<char>>();
buf->resize(size);
file.rdbuf()->sgetn(buf->data(), size);
return buf;
}
static GLuint compile(const char *path, GLenum type)
{
auto src = readFile(path);
// compile shader
GLuint handle = glCreateShader(type);
GLint size = src->size();
GLchar *data = src->data();
glShaderSource(handle, 1, &data, &size);
glCompileShader(handle);
// check for compilation error
GLint compiled;
glGetShaderiv(handle, GL_COMPILE_STATUS, &compiled);
if (compiled == 0) {
GLint log_len;
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_len);
GLchar *log_msg = (GLchar *)calloc(1, log_len);
if (log_msg == NULL) {
throw std::runtime_error("Error allocating memory for shader compilation error log");
}
glGetShaderInfoLog(handle, log_len, NULL, log_msg);
throw std::runtime_error("Shader compilation error in " + std::string(path) + " log:\n" + std::string(log_msg));
} return handle;
}
namespace resources {
// I've got to do this because of GL's stupid state machine
GLuint Shader::s_activeProgram = 0;
Shader::Shader(const std::filesystem::path& resPath) : Resource(resPath, "shader")
{
const std::string vertexShaderPath = (resPath.parent_path()/std::filesystem::path(resPath.stem().string() + ".vert")).string();
const std::string fragmentShaderPath = (resPath.parent_path()/std::filesystem::path(resPath.stem().string() + ".frag")).string();
GLuint vs = compile(vertexShaderPath.c_str(), GL_VERTEX_SHADER);
GLuint fs = compile(fragmentShaderPath.c_str(), GL_FRAGMENT_SHADER);
m_program = glCreateProgram();
glAttachShader(m_program, vs);
glAttachShader(m_program, fs);
glLinkProgram(m_program);
glValidateProgram(m_program);
// flag shader objects for deletion, this does not take effect until the program is deleted
glDeleteShader(vs);
glDeleteShader(fs);
GLint linked, validated;
glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
glGetProgramiv(m_program, GL_VALIDATE_STATUS, &validated);
if (linked == 0 || validated == 0) {
GLint log_len;
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &log_len);
GLchar *log_msg = (GLchar *)calloc(1, log_len);
if (log_msg == NULL) {
throw std::runtime_error("Error allocating memory for shader linking error log");
}
glGetProgramInfoLog(m_program, log_len, NULL, log_msg);
throw std::runtime_error("Program linking error with " + vertexShaderPath + " and " + fragmentShaderPath + " log:\n" + log_msg);
}
DEBUG("For shader {}:", resPath.filename().string());
// now get uniforms
GLint count;
glGetProgramiv(m_program, GL_ACTIVE_UNIFORMS, &count);
for (int i = 0; i < count; i++) {
char nameBuf[64] = {};
GLint size;
GLenum type;
glGetActiveUniform(m_program, i, 63, NULL, &size, &type, nameBuf);
m_uniforms[nameBuf] = Uniform{size, static_cast<UniformType>(type), (GLuint)i};
DEBUG("\tuniform {}", nameBuf);
}
// now get all attributes
glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTES, &count);
for (int i = 0; i < count; i++) {
char nameBuf[64] = {};
GLint size;
GLenum type;
glGetActiveAttrib(m_program, i, 63, NULL, &size, &type, nameBuf);
m_attributes[nameBuf] = Attribute{size, static_cast<UniformType>(type), (GLuint)i};
DEBUG("\tattrib {}", nameBuf);
}
}
Shader::~Shader()
{
glDeleteProgram(m_program);
}
void Shader::makeActive() const
{
if (s_activeProgram != m_program) {
glUseProgram(m_program);
s_activeProgram = m_program;
}
}
int Shader::getUniformLocation(const std::string& name) const
{
auto it = m_uniforms.find(name);
if (it != m_uniforms.end()) {
Uniform u = it->second;
return u.location;
}
else {
return -1;
}
}
bool Shader::setUniform_m4(const std::string& name, const glm::mat4& m) const
{
makeActive();
int loc = getUniformLocation(name);
if (loc != -1) {
glUniformMatrix4fv(loc, 1, GL_FALSE, &m[0][0]);
return true;
}
else {
return false;
}
}
bool Shader::setUniform_v2(const std::string& name, const glm::vec2& v) const
{
makeActive();
int loc = getUniformLocation(name);
if (loc != -1) {
glUniform2f(loc, v.x, v.y);
return true;
}
else {
return false;
}
}
bool Shader::setUniform_v3(const std::string& name, const glm::vec3& v) const
{
makeActive();
int loc = getUniformLocation(name);
if (loc != -1) {
glUniform3f(loc, v.x, v.y, v.z);
return true;
}
else {
return false;
}
}
bool Shader::setUniform_i(const std::string& name, int n) const
{
makeActive();
int loc = getUniformLocation(name);
if (loc != -1) {
glUniform1i(loc, n);
return true;
}
else {
return false;
}
}
bool Shader::setUniform_f(const std::string& name, float n) const
{
makeActive();
int loc = getUniformLocation(name);
if (loc != -1) {
glUniform1f(loc, n);
return true;
}
else {
return false;
}
}
Shader::UniformType Shader::getUniformType(const std::string& name) const
{
auto it = m_uniforms.find(name);
if (it != m_uniforms.end()) {
return it->second.type;
}
else {
return UniformType::NOTFOUND;
}
}
int Shader::getAttribLocation(const std::string& name) const
{
return m_attributes.at(name).location;
}
}

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#include "resources/texture.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <log.hpp>
#include <vector>
namespace resources {
// -1 means invalid / no bind
GLuint Texture::s_binded_texture = -1;
void Texture::invalidate()
{
s_binded_texture = -1;
}
// returns false if unable to open file
static bool readPNG(const std::string& path, std::vector<uint8_t>& texbuf, int *width, int *height, bool *isRGBA)
{
int x, y, n;
unsigned char *data = stbi_load(path.c_str(), &x, &y, &n, 0);
if (data == nullptr) {
return false;
}
const size_t size = x * y * n;
texbuf.resize(size);
memcpy(texbuf.data(), data, size);
*width = x;
*height = y;
if (n == 4) {
*isRGBA = true;
} else {
*isRGBA = false;
}
stbi_image_free(data);
return true;
}
static bool readGLRaw(const std::string& path, std::vector<uint8_t>& texbuf, int *width, int *height, bool *isRGBA)
{
FILE *fp = fopen(path.c_str(), "rb");
if (!fp) {
return false;
}
fseek(fp, 0x02, SEEK_SET);
uint64_t tex_data_offset;
fread(&tex_data_offset, sizeof(uint64_t), 1, fp);
fseek(fp, 0L, SEEK_END);
uint64_t end = ftell(fp);
texbuf.resize(end);
fseek(fp, tex_data_offset, SEEK_SET);
fread(texbuf.data(), 1, end, fp);
fclose(fp);
*width = 4096;
*height = 4096;
*isRGBA = false;
return true;
}
Texture::Texture(const std::filesystem::path& resPath) : Resource(resPath, "texture")
{
std::vector<uint8_t> texbuf;
int width, height;
bool isRGBA, success;
if (resPath.extension() == ".png") {
success = readPNG(resPath.string(), texbuf, &width, &height, &isRGBA);
} else {
success = readGLRaw(resPath.string(), texbuf, &width, &height, &isRGBA);
}
if (!success) {
throw std::runtime_error("Unable to open texture: " + resPath.string());
}
glGenTextures(1, &m_texture);
bindTexture(); // glBindTexture
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (isRGBA) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texbuf.data());
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texbuf.data());
}
glGenerateMipmap(GL_TEXTURE_2D);
DEBUG("loaded texture {} width: {} height: {} size: {}", resPath.filename().string(), width, height, texbuf.size());
}
Texture::~Texture()
{
if (s_binded_texture == m_texture) {
s_binded_texture = -1;
}
}
void Texture::bindTexture() const
{
if (s_binded_texture != m_texture) {
glBindTexture(GL_TEXTURE_2D, m_texture);
s_binded_texture = m_texture;
}
}
}

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#include "sceneroot.hpp"
#include "window.hpp"
#include "components/custom.hpp"
#include "components/camera.hpp"
#include "components/transform.hpp"
#include "components/mesh_renderer.hpp"
#include "components/text_ui_renderer.hpp"
#include <glm/mat4x4.hpp>
#include <iostream>
#include <algorithm>
#include "log.hpp"
SceneRoot::SceneRoot(struct GameIO things) : Object("root", nullptr, *this, things)
{
}
SceneRoot::SceneRoot(const std::filesystem::path& file, struct GameIO things) : SceneRoot(things)
{
// TODO: make this a resource
//loadFromSceneFile(file);
}
SceneRoot::~SceneRoot()
{
}
// private methods
// public methods
void SceneRoot::updateStuff()
{
using namespace components;
using namespace glm;
struct CompList compList{};
getAllSubComponents(compList, glm::mat4{1.0f});
// update
for (const auto& [c, t] : compList.customs) {
c->onUpdate(t);
}
// render
for (const auto& [c, t] : compList.cameras) {
for (int id : m_activeCameras) {
if (c->getID() == id) {
c->updateCam(t);
for (const auto& [c, t] : compList.renderers) {
c->render(t);
}
break;
}
}
}
for (const auto& [c, t] : compList.uis) {
c->render(t);
}
}
void SceneRoot::activateCam(int id)
{
auto& v = m_activeCameras;
if (std::find(v.begin(), v.end(), id) == v.end()) {
v.push_back(id);
}
}
void SceneRoot::deactivateCam(int id)
{
auto& v = m_activeCameras;
for (auto it = v.begin(); it != v.end(); it++) {
if (*it == id) {
v.erase(it);
}
}
}

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#include "window.hpp"
#include <glad/glad.h>
#include <iostream>
#include <stdexcept>
const uint64_t BILLION = 1000000000;
Window::Window(const std::string& title) : m_title(title)
{
// init SDL
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
const std::string errMsg("Unable to initialise SDL: " + std::string(SDL_GetError()));
if (SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "SDL error", errMsg.c_str(), NULL) != 0) {
std::cerr << errMsg << "\nAre you in a graphical environment?\n";
}
throw std::runtime_error(errMsg);
}
m_counterFreq = SDL_GetPerformanceFrequency();
m_startTime = getNanos();
m_lastFrameStamp = m_startTime - 1;
m_avgFpsStart = m_startTime;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
// create the window
m_handle = SDL_CreateWindow(
m_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
static_cast<int>(m_winSize.x),
static_cast<int>(m_winSize.y),
SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI);
if (m_handle == NULL) {
SDL_Quit();
throw std::runtime_error("Unable to create window: " + std::string(SDL_GetError()));
}
// get window size
int winWidth, winHeight;
SDL_GetWindowSize(m_handle, &winWidth, &winHeight);
m_winSize.x = winWidth;
m_winSize.y = winHeight;
const int WINDOWED_MIN_WIDTH = 640;
const int WINDOWED_MIN_HEIGHT = 480;
SDL_SetWindowMinimumSize(m_handle, WINDOWED_MIN_WIDTH, WINDOWED_MIN_HEIGHT);
m_glContext = SDL_GL_CreateContext(m_handle);
if (m_glContext == NULL) {
SDL_DestroyWindow(m_handle);
SDL_Quit();
throw std::runtime_error("Unable to create OpenGL context: " + std::string(SDL_GetError()));
}
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
SDL_DestroyWindow(m_handle);
SDL_Quit();
throw std::runtime_error("Unable to initialise GLAD");
}
onResize(m_winSize.x, m_winSize.y);
}
Window::~Window()
{
SDL_GL_DeleteContext(m_glContext);
SDL_DestroyWindow(m_handle);
SDL_Quit();
}
// private methods
void Window::onResize(Sint32 width, Sint32 height)
{
// get window size
m_winSize.x = static_cast<int>(width);
m_winSize.y = static_cast<int>(height);
// get framebuffer size
int fbWidth, fbHeight;
SDL_GL_GetDrawableSize(m_handle, &fbWidth, &fbHeight);
m_fbSize.x = static_cast<int>(fbWidth);
m_fbSize.y = static_cast<int>(fbHeight);
glViewport(0, 0, fbWidth, fbHeight);
m_justResized = true;
}
void Window::resetInputDeltas()
{
m_justResized = false;
m_keyboard.deltas.fill(ButtonDelta::SAME);
m_mouse.deltas.fill(ButtonDelta::SAME);
m_mouse.dx = 0.0f;
m_mouse.dy = 0.0f;
m_mouse.xscroll = 0.0f;
m_mouse.yscroll = 0.0f;
}
// TODO event methods (like callbacks)
void Window::onWindowEvent(SDL_WindowEvent &e)
{
switch (e.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
onResize(e.data1, e.data2);
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
m_keyboardFocus = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
m_keyboardFocus = false;
break;
}
}
void Window::onKeyEvent(SDL_KeyboardEvent &e)
{
bool keyWasDown = m_keyboard.keys[e.keysym.scancode];
bool keyIsDown = (e.state == SDL_PRESSED);
m_keyboard.keys[e.keysym.scancode] = keyIsDown;
if (keyIsDown != keyWasDown) { // (if key was pressed or released)
m_keyboard.deltas[e.keysym.scancode] = keyIsDown ? ButtonDelta::PRESSED : ButtonDelta::RELEASED;
}
}
void Window::onMouseButtonEvent(SDL_MouseButtonEvent &e)
{
enum inputs::MouseButton button = inputs::MouseButton::M_INVALID;
switch (e.button) {
case SDL_BUTTON_LEFT:
button = inputs::MouseButton::M_LEFT;
break;
case SDL_BUTTON_MIDDLE:
button = inputs::MouseButton::M_MIDDLE;
break;
case SDL_BUTTON_RIGHT:
button = inputs::MouseButton::M_RIGHT;
break;
case SDL_BUTTON_X1:
button = inputs::MouseButton::M_X1;
break;
case SDL_BUTTON_X2:
button = inputs::MouseButton::M_X2;
break;
}
bool buttonWasDown = m_mouse.buttons[static_cast<int>(button)];
bool buttonIsDown = (e.state == SDL_PRESSED);
m_mouse.buttons[static_cast<int>(button)] = buttonIsDown;
if (buttonIsDown != buttonWasDown) { // (if button was pressed or released)
// only sets delta if it hasn't already been set this frame (to detect very fast presses)
if (m_mouse.deltas[static_cast<int>(button)] == ButtonDelta::SAME) {
m_mouse.deltas[static_cast<int>(button)] = buttonIsDown ? ButtonDelta::PRESSED : ButtonDelta::RELEASED;
}
}
}
void Window::onMouseMotionEvent(SDL_MouseMotionEvent &e)
{
m_mouse.x = e.x;
m_mouse.y = e.y;
m_mouse.dx = e.xrel;
m_mouse.dy = e.yrel;
}
void Window::onMouseWheelEvent(SDL_MouseWheelEvent &e)
{
if (e.direction == SDL_MOUSEWHEEL_NORMAL) {
m_mouse.xscroll = e.preciseX;
m_mouse.yscroll = e.preciseY;
} else { // flipped
m_mouse.xscroll = -e.preciseX;
m_mouse.yscroll = -e.preciseY;
}
}
// public methods
std::string Window::getTitle() const
{
return m_title;
}
void Window::makeContextCurrent()
{
if (SDL_GL_MakeCurrent(m_handle, m_glContext) != 0) {
throw std::runtime_error("Failed to make GL context current");
}
}
void Window::swapBuffers()
{
#ifndef SDLTEST_NOGFX
SDL_GL_SwapWindow(m_handle);
#endif
m_frames++;
uint64_t currentFrameStamp = getNanos();
m_lastFrameTime = currentFrameStamp - m_lastFrameStamp;
m_lastFrameStamp = currentFrameStamp;
}
void Window::getInputAndEvents()
{
resetInputDeltas();
// loop through all available events
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
setCloseFlag();
break;
case SDL_WINDOWEVENT:
onWindowEvent(e.window);
break;
case SDL_KEYDOWN: // FALL THROUGH
case SDL_KEYUP:
onKeyEvent(e.key);
break;
case SDL_MOUSEBUTTONDOWN: // FALL THROUGH
case SDL_MOUSEBUTTONUP:
onMouseButtonEvent(e.button);
break;
case SDL_MOUSEMOTION:
onMouseMotionEvent(e.motion);
break;
case SDL_MOUSEWHEEL:
onMouseWheelEvent(e.wheel);
break;
}
}
}
void Window::setVSync(bool enable)
{
if (SDL_GL_SetSwapInterval(enable ? 1 : 0) != 0) {
throw std::runtime_error("Failed to set swap interval");
}
}
bool Window::getVSync() const
{
return SDL_GL_GetSwapInterval() == 0 ? false : true;
}
glm::ivec2 Window::getViewportSize()
{
return m_fbSize;
}
void Window::setTitle(std::string title)
{
SDL_SetWindowTitle(m_handle, title.c_str());
}
bool Window::getWindowResized() const
{
return m_justResized;
}
void Window::show()
{
SDL_ShowWindow(m_handle);
}
void Window::hide()
{
SDL_HideWindow(m_handle);
}
void Window::focus()
{
SDL_RaiseWindow(m_handle);
m_keyboardFocus = true;
}
bool Window::hasFocus() const
{
return m_keyboardFocus;
}
void Window::setCloseFlag()
{
m_shouldClose = true;
}
bool Window::isRunning() const
{
return !m_shouldClose;
}
void Window::setFullscreen(bool fullscreen, bool exclusive)
{
if (SDL_SetWindowFullscreen(m_handle, fullscreen ? (exclusive ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_FULLSCREEN_DESKTOP) : 0) != 0) {
throw std::runtime_error("Unable to set window to fullscreen/windowed");
}
m_fullscreen = fullscreen;
if (fullscreen) {
int width, height;
SDL_GetWindowSize(m_handle, &width, &height);
onResize(width, height);
}
}
void Window::toggleFullscreen()
{
setFullscreen(!m_fullscreen);
}
bool Window::isFullscreen() const
{
return m_fullscreen;
}
bool Window::setRelativeMouseMode(bool enabled)
{
m_mouse.captured = enabled;
int code = SDL_SetRelativeMouseMode(static_cast<SDL_bool>(enabled));
if (code != 0) {
throw std::runtime_error("Unable to set relative mouse mode");
} else {
return true;
}
}
bool Window::mouseCaptured()
{
return m_mouse.captured;
}
// getting input
bool Window::getKey(inputs::Key key) const
{
return m_keyboard.keys[static_cast<int>(key)];
}
bool Window::getKeyPress(inputs::Key key) const
{
return m_keyboard.deltas[static_cast<int>(key)] == ButtonDelta::PRESSED;
}
bool Window::getKeyRelease(inputs::Key key) const
{
return m_keyboard.deltas[static_cast<int>(key)] == ButtonDelta::RELEASED;
}
// TODO mouse input
bool Window::getButton(inputs::MouseButton button) const
{
return m_mouse.buttons[static_cast<int>(button)];
}
bool Window::getButtonPress(inputs::MouseButton button) const
{
return m_mouse.deltas[static_cast<int>(button)] == ButtonDelta::PRESSED;
}
bool Window::getButtonRelease(inputs::MouseButton button) const
{
return m_mouse.deltas[static_cast<int>(button)] == ButtonDelta::RELEASED;
}
int Window::getMouseX() const
{
return static_cast<int>(m_mouse.x);
}
int Window::getMouseY() const
{
return static_cast<int>(m_mouse.y);
}
float Window::getMouseNormX() const
{
return ((float)m_mouse.x * 2.0f / (float)m_winSize.x) - 1.0f;
}
float Window::getMouseNormY() const
{
return ((float)m_mouse.y * -2.0f / (float)m_winSize.y) + 1.0f;
}
int Window::getMouseDX() const
{
return static_cast<int>(m_mouse.dx);
}
int Window::getMouseDY() const
{
return static_cast<int>(m_mouse.dy);
}
float Window::getMouseScrollX() const
{
return m_mouse.xscroll;
}
float Window::getMouseScrollY() const
{
return m_mouse.yscroll;
}
// TODO game pad
// get timer value
uint64_t Window::getNanos() const
{
uint64_t count;
count = SDL_GetPerformanceCounter();
if (m_counterFreq == BILLION) {
return count;
} else {
return count * (BILLION / m_counterFreq);
}
}
uint64_t Window::getLastFrameStamp() const
{
return m_lastFrameStamp;
}
uint64_t Window::getFrameCount() const
{
return m_frames;
}
uint64_t Window::getStartTime() const
{
return m_startTime;
}
float Window::dt() const
{
return (float)m_lastFrameTime / (float)BILLION;
}
uint64_t Window::getFPS() const
{
if (m_lastFrameTime == 0) return 0;
return BILLION / m_lastFrameTime;
}
uint64_t Window::getAvgFPS() const
{
uint64_t delta_t = getNanos() - m_avgFpsStart;
if (delta_t == 0) return 0;
return BILLION * (m_frames - m_avgFpsStartCount) / delta_t;
}
void Window::resetAvgFPS()
{
m_avgFpsStart = getNanos();
m_avgFpsStartCount = getFrameCount();
}
bool Window::infoBox(const std::string& title, const std::string& msg)
{
if (isFullscreen() == false) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, title.c_str(), msg.c_str(), m_handle);
return true;
} else {
return false;
}
}
/* STATIC METHODS */
// Display an error message box
void Window::errorBox(const std::string& message)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Game Error", message.c_str(), NULL);
}