Skip to content
Snippets Groups Projects

Compare revisions

Changes are shown as if the source revision was being merged into the target revision. Learn more about comparing revisions.

Source

Select target project
No results found

Target

Select target project
  • gamedev/fggl
  • onuralpsezer/fggl
2 results
Show changes
Showing
with 830 additions and 326 deletions
......@@ -17,17 +17,19 @@
//
#include "fggl/gfx/ogl4/models.hpp"
#include "fggl/gfx/ogl4/meshes.hpp"
#include "fggl/data/heightmap.hpp"
#include "fggl/data/texture.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/gfx/camera.hpp"
#include "fggl/gfx/phong.hpp"
#include <spdlog/spdlog.h>
namespace fggl::gfx::ogl4 {
static std::shared_ptr<ogl::ArrayBuffer> setupArrayBuffer(std::shared_ptr<ogl::VertexArray> &vao,
std::vector<data::Vertex> &data) {
static auto setup_array_buffer(std::shared_ptr<ogl::VertexArray> &vao,
const std::vector<data::Vertex> &data) -> std::shared_ptr<ogl::ArrayBuffer> {
auto buff = std::make_shared<ogl::ArrayBuffer>();
buff->write(data.size() * sizeof(data::Vertex), data.data(), ogl::BufUsage::STATIC_DRAW);
......@@ -42,18 +44,19 @@ namespace fggl::gfx::ogl4 {
return buff;
}
static std::shared_ptr<ogl::ElementBuffer> setupIndexBuffer(std::shared_ptr<ogl::VertexArray> &vao,
std::vector<uint32_t> &data) {
static auto setup_index_buffer(std::shared_ptr<ogl::VertexArray> &vao,
const std::vector<uint32_t> &data) -> std::shared_ptr<ogl::ElementBuffer> {
auto elementBuffer = std::make_shared<ogl::ElementBuffer>();
elementBuffer->write(data.size() * sizeof(uint32_t),
data.data(), ogl::BufUsage::STATIC_DRAW);
return elementBuffer;
}
static void setupComponent(StaticModel &modelComp, std::shared_ptr<ogl::Shader> &shader, data::Mesh &mesh) {
static void setup_component(StaticModel &modelComp, std::shared_ptr<ogl::Shader> &shader, data::Mesh &mesh) {
auto vao = std::make_shared<ogl::VertexArray>();
auto meshBuffer = setupArrayBuffer(vao, mesh.vertexList());
auto elementBuffer = setupIndexBuffer(vao, mesh.indexList());
auto meshBuffer = setup_array_buffer(vao, mesh.vertexList());
auto elementBuffer = setup_index_buffer(vao, mesh.indexList());
// set up the element attributes
modelComp.vao = vao;
......@@ -61,186 +64,184 @@ namespace fggl::gfx::ogl4 {
modelComp.elements = elementBuffer;
modelComp.pipeline = shader;
modelComp.elementCount = mesh.indexCount();
modelComp.drawType = ogl::Primative::TRIANGLE;
modelComp.drawType = ogl::Primitive::TRIANGLE;
}
void StaticModelRenderer::resolveModels(entity::EntityManager &world) {
// FIXME: this needs something reactive or performance will suck.
auto renderables = world.find<data::StaticMesh>();
for (const auto &renderable : renderables) {
auto *currModel = world.tryGet<StaticModel>(renderable);
if (currModel != nullptr) {
continue;
}
auto &meshComp = world.get<data::StaticMesh>(renderable);
auto &modelComp = world.add<StaticModel>(renderable);
auto shader = m_phong;
try {
shader = std::make_shared<ogl::Shader>(m_shaders->get(meshComp.pipeline));
} catch (std::out_of_range &e) {
debug::log(debug::Level::warning, "Could not find shader: {}", meshComp.pipeline);
}
auto StaticModelRenderer::uploadMesh(assets::AssetID guid, const data::Mesh &mesh, bool allowCache) -> StaticModel* {
assert( m_assets != nullptr );
setupComponent(modelComp, shader, meshComp.mesh);
debug::log(debug::Level::info, "Added static mesh to {}", (uint64_t) renderable);
// if the asset has already been uploaded, we don't need to do anything
if ( allowCache && m_assets->has(guid) ) {
m_assets->require(guid);
return m_assets->get<StaticModel>(guid);
}
// terrain
auto terrain = world.find<data::HeightMap>();
for (auto &renderable : terrain) {
auto currModel = world.tryGet<StaticModel>(renderable);
if (currModel != nullptr) {
continue;
}
// the asset does not exist, we need to upload it
auto* modelAsset = new StaticModel();
modelAsset->vao = std::make_shared<ogl::VertexArray>();
modelAsset->vertexData = setup_array_buffer(modelAsset->vao, mesh.vertexList());
modelAsset->elements = setup_index_buffer(modelAsset->vao, mesh.indexList());
modelAsset->elementCount = mesh.indexCount();
modelAsset->drawType = ogl::Primitive::TRIANGLE;
// if caching is enabled, then use the cache
if ( allowCache ) {
m_assets->set(guid, modelAsset);
}
auto &heightmap = world.get<data::HeightMap>(renderable);
data::Mesh heightMapMesh{};
data::generateHeightMesh(heightmap, heightMapMesh);
return modelAsset;
}
auto &modelComp = world.add<StaticModel>(renderable);
setupComponent(modelComp, m_phong, heightMapMesh);
/*MeshData* StaticModelRenderer::uploadMesh(assets::AssetGUID guid, const mesh::Mesh3D &mesh, bool allowCache) {
assert( m_assets != nullptr );
// we know this is a triangle strip with a restart vertex...
// FIXME the model should be telling us this...
modelComp.drawType = ogl::Primative::TRIANGLE_STRIP;
modelComp.restartIndex = heightMapMesh.restartVertex;
// if the asset has already been uploaded, we don't need to do anything
if ( allowCache && m_assets->has(guid) ) {
m_assets->require(guid);
return m_assets->get<MeshData>(guid);
}
// no active model, we need to resolve/load one.
//spdlog::info("looks like heightmap, {} needs a static mesh", renderable);
// the asset does not exist, we need to upload it
auto* modelAsset = new MeshData();
modelAsset->vao = std::make_shared<ogl::VertexArray>();
modelAsset->vertexData = setupArrayBuffer(modelAsset->vao, mesh.data);
modelAsset->elements = setupIndexBuffer(modelAsset->vao, mesh.indices);
modelAsset->elementCount = mesh.indices.size();
modelAsset->drawInfo.mode = ogl::Primitive::TRIANGLE;
// if caching is enabled, then use the cache
if ( allowCache ) {
m_assets->set(guid, modelAsset);
}
}
void StaticModelRenderer::renderModelsForward(const entity::EntityManager &world) {
return modelAsset;
}*/
// fetch cameras we will need to render with
auto cameras = world.find<gfx::Camera>();
auto StaticModelRenderer::uploadMesh2(const assets::AssetID& meshName, const data::Mesh &mesh) -> StaticModelGPU* {
assert( m_assets != nullptr );
// if there are no cameras, we can't do anything...
if (cameras.empty()) {
spdlog::warn("asked to render static models, but there were no cameras");
return;
if ( m_assets->has(meshName) ) {
// we've already uploaded it...
return m_assets->get<StaticModelGPU>(meshName);
}
// perform a rendering pass for each camera (will usually only be one...)
for (const auto &cameraEnt : cameras) {
//TODO should be clipping this to only visible objects
auto* modelAsset = new StaticModelGPU();
modelAsset->vao = std::make_shared<ogl::VertexArray>();
modelAsset->vertices = setup_array_buffer(modelAsset->vao, mesh.vertexList());
modelAsset->elements = setup_index_buffer(modelAsset->vao, mesh.indexList());
modelAsset->elementCount = mesh.indexCount();
modelAsset->drawType = ogl::Primitive::TRIANGLE;
// enable required OpenGL state
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
return m_assets->set(meshName, modelAsset);
}
// enable depth testing
glEnable(GL_DEPTH_TEST);
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
static void setup_meshes(entity::EntityManager& world, ShaderCache* shaders, assets::AssetManager* manager) {
auto entsWithModels = world.find<mesh::StaticMesh3D>();
for ( const auto& mesher : entsWithModels ) {
// set-up camera matrices
const auto &camTransform = world.get<math::Transform>(cameraEnt);
const auto &camComp = world.get<gfx::Camera>(cameraEnt);
// check if this entity already has a mesh...
const auto* currModel = world.tryGet<StaticMesh>(mesher);
if ( currModel != nullptr ) {
continue;
}
const math::mat4 projectionMatrix =
glm::perspective(camComp.fov, camComp.aspectRatio, camComp.nearPlane, camComp.farPlane);
const math::mat4 viewMatrix = glm::lookAt(camTransform.origin(), camComp.target, camTransform.up());
// figure out the requirements
auto& rawMesh = world.get<mesh::StaticMesh3D>(mesher);
if ( rawMesh.guid != util::make_guid("__NO_CACHE__") ){
// TODO support fetching of loaded meshes
debug::warning("multiple entities sharing a mesh has not been implemented yet...");
}
// TODO lighting needs to not be this...
math::vec3 lightPos{0.0f, 10.0f, 0.0f};
std::shared_ptr<ogl::Shader> shader = nullptr;
auto& entityMesh = world.add<StaticMesh>(mesher);
entityMesh.pipeline = shaders->get( rawMesh.pipeline );
entityMesh.mesh = upload_mesh( rawMesh.mesh, manager );
auto renderables = world.find<StaticModel>();
for (const auto &entity : renderables) {
}
}
// ensure that the model pipeline actually exists...
const auto &model = world.get<StaticModel>(entity);
if (model.pipeline == nullptr) {
spdlog::warn("shader was null, aborting render");
static void setup_multi_meshes(entity::EntityManager& world, ShaderCache* shaders, assets::AssetManager* manager) {
auto entsWithModels = world.find<mesh::StaticMultiMesh3D>();
for ( const auto& mesher : entsWithModels ) {
// check if this entity already has a mesh...
const auto* currModel = world.tryGet<StaticMultiMesh>(mesher);
if ( currModel != nullptr ) {
continue;
}
// check if we switched shaders
if (shader != model.pipeline) {
// new shader - need to re-send the view and projection matrices
shader = model.pipeline;
shader->use();
if (shader->hasUniform("projection")) {
shader->setUniformMtx(shader->uniform("view"), viewMatrix);
shader->setUniformMtx(shader->uniform("projection"), projectionMatrix);
}
// figure out the requirements
auto& multiMesh = world.get<mesh::StaticMultiMesh3D>(mesher);
if ( multiMesh.guid != util::make_guid("__NO_CACHE__") ){
// TODO support fetching of loaded meshes
debug::warning("multiple entities sharing a mesh has not been implemented yet...");
}
// set model transform
const auto &transform = world.get<math::Transform>(entity);
shader->setUniformMtx(shader->uniform("MVPMatrix"), projectionMatrix * viewMatrix * transform.model());
shader->setUniformMtx(shader->uniform("MVMatrix"), viewMatrix * transform.model());
auto normalMatrix = glm::mat3(glm::transpose(inverse(transform.model())));
shader->setUniformMtx(shader->uniform("NormalMatrix"), normalMatrix);
// setup lighting mode
if (shader->hasUniform("lights[0].isEnabled")) {
bool local = true;
shader->setUniformI(shader->uniform("lights[0].isEnabled"), 1);
shader->setUniformI(shader->uniform("lights[0].isLocal"), local);
shader->setUniformI(shader->uniform("lights[0].isSpot"), 0);
shader->setUniformF(shader->uniform("lights[0].constantAttenuation"), 5.0f);
shader->setUniformF(shader->uniform("lights[0].linearAttenuation"), 0.0f);
shader->setUniformF(shader->uniform("lights[0].quadraticAttenuation"), 0.0f);
shader->setUniformF(shader->uniform("Strength"), 0.6F);
if (!local) {
lightPos = glm::normalize(lightPos);
auto viewDir = glm::normalize(camTransform.origin() - transform.origin());
auto halfVector = glm::normalize(lightPos + viewDir);
shader->setUniformF(shader->uniform("lights[0].halfVector"), halfVector);
shader->setUniformF(shader->uniform("EyeDirection"), viewDir);
shader->setUniformF(shader->uniform("lights[0].position"), lightPos);
} else {
auto camModelView = (viewMatrix * camTransform.model() * math::vec4(0.0f, 0.0f, 0.0f, 1.0f));
auto modelModelView = (viewMatrix * transform.model() * math::vec4(0.0f, 0.0f, 0.0f, 1.0f));
math::vec3 viewDir = glm::normalize(camModelView - modelModelView);
shader->setUniformF(shader->uniform("EyeDirection"), viewDir);
shader->setUniformF(shader->uniform("lights[0].position"),
math::vec3(viewMatrix * math::vec4(lightPos, 1.0f)));
}
shader->setUniformF(shader->uniform("lights[0].ambient"), {0.0f, 0.5f, 0.0f});
shader->setUniformF(shader->uniform("lights[0].colour"), {0.5f, 0.5f, 0.5f});
}
auto& entityMesh = world.add<StaticMultiMesh>(mesher);
entityMesh.pipeline = shaders->get( multiMesh.pipeline );
entityMesh.meshes = upload_multi_mesh(multiMesh.mesh, manager);
//entityMesh.material = setup_material( multiMesh.mesh.materials[0], manager);
}
}
// material detection with fallback
const auto &material = world.get<PhongMaterial>(entity);
void StaticModelRenderer::resolveModels(entity::EntityManager &world) {
// new mesh formats
setup_meshes(world, m_shaders, m_assets);
setup_multi_meshes(world, m_shaders, m_assets);
if (shader->hasUniform("materials[0].ambient")) {
shader->setUniformF(shader->uniform("materials[0].emission"), material.emission);
shader->setUniformF(shader->uniform("materials[0].ambient"), material.ambient);
shader->setUniformF(shader->uniform("materials[0].diffuse"), material.diffuse);
shader->setUniformF(shader->uniform("materials[0].specular"), material.specular);
shader->setUniformF(shader->uniform("materials[0].shininess"), material.shininess);
// terrain
auto terrain = world.find<data::HeightMap>();
for (const auto &renderable : terrain) {
auto *currModel = world.tryGet<StaticModel>(renderable);
if (currModel != nullptr) {
continue;
}
if (shader->hasUniform("lightPos")) {
shader->setUniformF(shader->uniform("lightPos"), lightPos);
}
auto &heightmap = world.get<data::HeightMap>(renderable);
data::Mesh heightMapMesh{};
data::generateHeightMesh(heightmap, heightMapMesh);
auto vao = model.vao;
vao->bind();
auto &modelComp = world.add<StaticModel>(renderable);
setup_component(modelComp, m_phong, heightMapMesh);
model.vertexData->bind();
if (model.restartIndex != NO_RESTART_IDX) {
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(model.restartIndex);
}
// we know this is a triangle strip with a restart vertex...
// FIXME the model should be telling us this...
modelComp.drawType = ogl::Primitive::TRIANGLE_STRIP;
modelComp.restartIndex = heightMapMesh.restartVertex;
auto *elements = model.elements.get();
vao->drawElements(*elements, model.drawType, model.elementCount);
if (model.restartIndex != NO_RESTART_IDX) {
glDisable(GL_PRIMITIVE_RESTART);
}
// no active model, we need to resolve/load one.
debug::info("looks like {} needs a static mesh", (uint64_t)renderable);
}
}
#endif
void StaticModelRenderer::renderModelsForward(const entity::EntityManager &world, bool debugMode) {
// fetch cameras we will need to render with
auto cameras = world.find<gfx::Camera>();
// if there are no cameras, we can't do anything...
if (cameras.empty()) {
debug::warning("asked to render static models, but there were no cameras");
return;
}
// perform a rendering pass for each camera (will usually only be one...)
for (const auto &cameraEnt : cameras) {
//TODO should be clipping this to only visible objects
//forward_camera_pass(cameraEnt, world);
forward_pass<ogl4::StaticMesh>(cameraEnt, world, m_assets);
forward_pass<ogl4::StaticMultiMesh>(cameraEnt, world, m_assets);
// enable rendering normals
if ( debugMode ) {
auto normalShader = m_shaders->get("normals");
forward_pass_normals<StaticMesh>(cameraEnt, world, normalShader);
forward_pass_normals<StaticMultiMesh>(cameraEnt, world, normalShader);
//forward_normal_pass(cameraEnt, world, normalShader);
}
}
}
......
......@@ -18,8 +18,10 @@
#include "fggl/gfx/ogl4/module.hpp"
#include "fggl/gfx/phong.hpp"
#include "fggl/mesh/components.hpp"
#include "fggl/data/procedural.hpp"
#include "fggl/assets/loader.hpp"
#include <string>
namespace fggl::gfx {
......@@ -29,51 +31,123 @@ namespace fggl::gfx {
constexpr const char *SHAPE_SPHERE{"sphere"};
constexpr const char *SHAPE_BOX{"box"};
static void process_shape(const YAML::Node &node, data::Mesh &mesh) {
auto transform = data::OFFSET_NONE;
auto offset = node["offset"].as<math::vec3>(math::VEC3_ZERO);
transform = glm::translate(transform, offset);
auto scale = node["scale"].as<math::vec3>(math::VEC3_ONES);
transform = glm::scale(transform, scale);
debug::debug("scale: {}, {}, {}", scale.x, scale.y, scale.z);
// now the shape itself
auto type = node["type"].as<std::string>();
if (type == SHAPE_BOX) {
data::make_cube(mesh, transform);
} else if (type == SHAPE_SPHERE) {
auto stacks = node["stacks"].as<uint32_t>(DEFAULT_STACKS);
auto slices = node["slices"].as<uint32_t>(DEFAULT_SLICES);
data::make_sphere(mesh, transform, stacks, slices);
} else {
debug::log(debug::Level::warning, "unknown shape type requested: {}", type);
namespace {
void process_shape(const YAML::Node &node, mesh::Mesh3D &mesh) {
auto transform = data::OFFSET_NONE;
auto offset = node["offset"].as<math::vec3>(math::VEC3_ZERO);
transform = glm::translate(transform, offset);
auto scale = node["scale"].as<math::vec3>(math::VEC3_ONES);
transform = glm::scale(transform, scale);
debug::debug("scale: {}, {}, {}", scale.x, scale.y, scale.z);
// now the shape itself
auto type = node["type"].as<std::string>();
if (type == SHAPE_BOX) {
data::make_cube(mesh, transform);
} else if (type == SHAPE_SPHERE) {
auto stacks = node["stacks"].as<uint32_t>(DEFAULT_STACKS);
auto slices = node["slices"].as<uint32_t>(DEFAULT_SLICES);
data::make_sphere(mesh, transform, stacks, slices);
} else {
debug::log(debug::Level::warning, "unknown shape type requested: {}", type);
}
}
}
void attach_mesh(const entity::ComponentSpec &spec, entity::EntityManager &manager, const entity::EntityID &id) {
auto &meshComp = manager.add<data::StaticMesh>(id);
meshComp.pipeline = spec.get<std::string>("pipeline", "");
void attach_mesh(const entity::ComponentSpec &spec, entity::EntityManager &manager, const entity::EntityID &id, modules::Services &services) {
// check for the asset service
auto* assetService = services.get<assets::AssetManager>();
auto* assetLoader = services.get<assets::Loader>();
if ( assetService == nullptr || assetLoader == nullptr ) {
// no asset service, give up
return;
}
// asset is a procedural mesh description
if (spec.has("shape")) {
// procedural mesh
data::Mesh mesh;
if (spec.config["shape"].IsSequence()) {
for (const auto &node : spec.config["shape"]) {
process_shape(node, mesh);
auto pipeline = spec.get<std::string>("pipeline", "");
// check if we had previously loaded this asset
/*const auto shapeName = spec.get<std::string>("shape_id", "");
if ( !shapeName.empty() ) {
meshAsset = assetService->get<data::Mesh>(shapeName);
}*/
// we've not loaded this before - generate mesh
if ( true ) {
// procedural meshes are build as static meshes first
if (spec.config["shape"].IsSequence()) {
mesh::MultiMesh3D* multiMesh;
for (const auto &node : spec.config["shape"]) {
auto* meshAsset = new mesh::Mesh3D();
process_shape(node, *meshAsset);
multiMesh->meshes.push_back(*meshAsset);
delete meshAsset;
}
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
// the graphics stack can detect static meshes without a rendering proxy at runtime and fix it but this
// requires loading the whole model into the ECS (and should be removed in the future). instead we should
// be triggering the upload at this point (if needed).
auto &entityMesh = manager.add<mesh::StaticMultiMesh3D>(id);
entityMesh.mesh = *multiMesh;
entityMesh.pipeline = pipeline;
debug::warning("HACKY: Triggered proc mesh - using deferred upload");
#endif
} else {
auto* meshAsset = new mesh::Mesh3D();
process_shape(spec.config["shape"], *meshAsset);
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
// the graphics stack can detect static meshes without a rendering proxy at runtime and fix it but this
// requires loading the whole model into the ECS (and should be removed in the future). instead we should
// be triggering the upload at this point (if needed).
auto &entityMesh = manager.add<mesh::StaticMesh3D>(id);
entityMesh.mesh = *meshAsset;
entityMesh.pipeline = pipeline;
debug::warning("HACKY: Triggered proc mesh - using deferred upload");
#endif
}
} else {
process_shape(spec.config["shape"], mesh);
//assetService->set(shapeName, meshTmp);
}
mesh.removeDups();
meshComp.mesh = mesh;
// TODO we need to trigger an upload to the GPU (somehow)
return;
}
// asset is a model from the resource cache
if ( spec.has("model") ) {
// figure out what model we want
auto assetStr = spec.get<std::string>("model", "");
auto assetId = assets::asset_from_user( assetStr );
auto* asset = assetService->get<ogl4::StaticModel>(assetId);
if ( asset == nullptr ) {
// the asset is not loaded/does not exist
debug::error("requested model {} but it was not loaded.", assetStr);
return;
}
// copy the asset to the model
auto& model = manager.add<ogl4::StaticModel>(id);
model = *asset;
}
}
void attach_material(const entity::ComponentSpec &spec,
entity::EntityManager &manager,
const entity::EntityID &id) {
const entity::EntityID &id,
modules::Services& /*services*/ ) {
auto &mat = manager.add<gfx::PhongMaterial>(id);
mat.ambient = spec.get<math::vec3>("ambient", gfx::DEFAULT_AMBIENT);
mat.diffuse = spec.get<math::vec3>("diffuse", gfx::DEFAULT_DIFFUSE);
......@@ -81,22 +155,40 @@ namespace fggl::gfx {
mat.shininess = spec.get<float>("ambient", gfx::DEFAULT_SHININESS);
}
void attach_light(const entity::ComponentSpec &spec, entity::EntityManager &manager, const entity::EntityID &id) {
auto &light = manager.add<gfx::Light>(id);
void attach_light_directional(const entity::ComponentSpec &spec, entity::EntityManager &manager, const entity::EntityID &id, modules::Services& /*services*/) {
auto &light = manager.add<gfx::DirectionalLight>(id);
light.position = spec.get<math::vec3>("direction", -math::UP);
light.ambient = spec.get<math::vec3>("ambient", gfx::colours::WHITE);
light.specular = spec.get<math::vec3>("specular", gfx::colours::WHITE);
light.diffuse = spec.get<math::vec3>("diffuse", gfx::colours::WHITE);
}
bool OpenGL4::factory(modules::ModuleService service, modules::Services &services) {
void attach_light_point(const entity::ComponentSpec &spec, entity::EntityManager &manager, const entity::EntityID &id, modules::Services& /*services*/) {
auto &light = manager.add<gfx::PointLight>(id);
light.position = spec.get<math::vec3>("position", math::VEC3_ZERO);
light.constant = spec.get<float>("constant", 1.0F);
light.linear = spec.get<float>("linear", 0.0014F);
light.quadratic = spec.get<float>("quadratic", 0.000007F);
}
auto OpenGL4::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == WindowGraphics::service) {
// setup the thing responsible for graphics
auto *storage = services.get<data::Storage>();
auto *fontLibrary = services.get<gui::FontLibrary>();
services.bind<WindowGraphics, ogl4::WindowGraphics>(storage, fontLibrary);
auto *assets = services.get<assets::AssetManager>();
services.bind<WindowGraphics, ogl4::WindowGraphics>(storage, fontLibrary, assets);
// register as responsible for creating rendering components
auto *entityFactory = services.get<entity::EntityFactory>();
entityFactory->bind(data::StaticMesh::guid, attach_mesh);
entityFactory->bind(mesh::StaticMesh3D::guid, attach_mesh);
entityFactory->bind(mesh::StaticMultiMesh3D::guid, attach_mesh);
entityFactory->bind(gfx::PhongMaterial::guid, attach_material);
entityFactory->bind(gfx::Light::guid, attach_light);
entityFactory->bind(gfx::DirectionalLight::guid, attach_light_directional);
entityFactory->bind(gfx::PointLight::guid, attach_light_point);
return true;
}
......
......@@ -20,8 +20,8 @@
namespace fggl::gfx::ogl4 {
Graphics *WindowGraphics::create(display::Window &window) {
return new OpenGL4Backend(m_storage, m_fonts);
auto WindowGraphics::create(display::Window &window) -> Graphics * {
return new OpenGL4Backend(m_storage, m_fonts, m_assets, (GlFunctionLoader)glfwGetProcAddress);
}
}
\ No newline at end of file
......@@ -21,7 +21,6 @@
#include <string>
#include <stdexcept>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
namespace fggl::display::glfw {
......@@ -34,37 +33,37 @@ namespace fggl::display::glfw {
fgglWindow->framesize(width, height);
}
static void fggl_input_cursor(GLFWwindow *window, double x, double y) {
static void fggl_input_cursor(GLFWwindow *window, double xPos, double yPos) {
auto &input = GlfwInputManager::instance();
auto *fgglWin = static_cast<Window *>(glfwGetWindowUserPointer(window));
#ifndef FGGL_INPUT_SCREEN_COORDS
// convert to nice ranges...
x = (x / fgglWin->width() * 2) - 1.0; // [-1, 1]
y = (y / fgglWin->height() * 2) - 1.0; // [-1, 1]
xPos = (xPos / fgglWin->width() * 2) - 1.0; // [-1, 1]
yPos = (yPos / fgglWin->height() * 2) - 1.0; // [-1, 1]
#endif
// inform the input system
input.onMouseMove(x, y);
input.onMouseMove(xPos, yPos);
}
static void fggl_input_scroll(GLFWwindow *window, double x, double y) {
static void fggl_input_scroll(GLFWwindow */*window*/, double xPos, double yPos) {
auto &input = GlfwInputManager::instance();
input.onMouseScroll(x, y);
input.onMouseScroll(xPos, yPos);
}
static void fggl_input_mouse_btn(GLFWwindow *window, int btn, int action, int mods) {
static void fggl_input_mouse_btn(GLFWwindow */*window*/, int btn, int action, int /*mods*/) {
auto &input = GlfwInputManager::instance();
input.onMouseButton(btn, action == GLFW_PRESS);
}
static void fggl_input_keyboard(GLFWwindow *window, int key, int scancode, int action, int mods) {
static void fggl_input_keyboard(GLFWwindow */*window*/, int /*key*/, int scancode, int action, int /*mods*/) {
auto &input = GlfwInputManager::instance();
input.onKeyEvent(scancode, action == GLFW_PRESS || action == GLFW_REPEAT);
}
static void fggl_update_joystick(fggl::input::GamepadInput &input, int jid) {
bool isGamepad = glfwJoystickIsGamepad(jid);
bool isGamepad = (glfwJoystickIsGamepad(jid) == GLFW_TRUE);
if (isGamepad) {
if (!input.present(jid)) {
......@@ -99,7 +98,7 @@ namespace fggl::display::glfw {
auto &gamepadCtl = input.gamepads();
for (int jid = 0; jid < GLFW_JOYSTICK_LAST; jid++) {
if (glfwJoystickPresent(jid)) {
if (glfwJoystickPresent(jid) == GLFW_TRUE) {
fggl_update_joystick(gamepadCtl, jid);
} else {
gamepadCtl.setActive(jid, false);
......@@ -144,7 +143,7 @@ namespace fggl::display::glfw {
GlfwContext::~GlfwContext() {
glfwTerminate();
spdlog::debug("[glfw] context terminated");
debug::trace("[glfw] context terminated");
}
void GlfwContext::pollEvents() {
......@@ -157,7 +156,9 @@ namespace fggl::display::glfw {
Window::Window(std::shared_ptr<GlfwContext> context, gfx::WindowGraphics *graphics)
: m_context(std::move(context)), m_window(nullptr), m_framesize() {
spdlog::debug("[glfw] creating window");
// don't iconify when focus is lost.
glfwWindowHint( GLFW_AUTO_ICONIFY, GLFW_FALSE );
// FIXME - this ties the graphics API before window creation
auto graphicsConfig = graphics->config();
......@@ -184,12 +185,15 @@ namespace fggl::display::glfw {
// bind the graphics API
glfwMakeContextCurrent(m_window);
m_graphics = std::unique_ptr<gfx::Graphics>(graphics->create(*this));
spdlog::debug("[glfw] window creation complete");
m_graphics = graphics->createMain(*this);
}
Window::~Window() {
if ( m_graphics != nullptr ) {
delete m_graphics;
m_graphics = nullptr;
}
if (m_window != nullptr) {
// prevent dangling pointers
glfwSetWindowUserPointer(m_window, nullptr);
......@@ -215,14 +219,14 @@ namespace fggl::display::glfw {
glfwMakeContextCurrent(m_window);
}
fggl::math::vec2i Window::frameSize() const {
auto Window::frameSize() const -> fggl::math::vec2i {
assert(m_window != nullptr);
math::vec2i size;
glfwGetFramebufferSize(m_window, &size.x, &size.y);
return size;
}
bool Window::wantClose() const {
auto Window::wantClose() const -> bool {
assert(m_window != nullptr);
return glfwWindowShouldClose(m_window) == GLFW_TRUE;
}
......
target_sources( fggl
PRIVATE
hexagon.cpp
)
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 10/12/22.
//
#include "fggl/grid/hexagon.hpp"
namespace fggl::grid {
std::vector<IntHex> lineTo(const IntHex& start, const IntHex& end) {
const int distance = start.distance(end);
std::vector<IntHex> line;
for (auto i=0; i < distance; ++i) {
line.push_back( round2(hexLerp(start, end, 1.0F/distance * i)) );
}
return line;
}
} // namespace fggl:grid
target_sources( ${PROJECT_NAME}
PRIVATE
widget.cpp
widgets.cpp
containers.cpp
fonts.cpp
model/parser.cpp
model/structure.cpp
renderer/renderer.cpp
)
find_package(Freetype)
target_link_libraries(${PROJECT_NAME} PUBLIC Freetype::Freetype)
......@@ -17,7 +17,7 @@
namespace fggl::gui {
Widget *Container::getChildAt(const math::vec2 &point) {
auto Container::getChildAt(const math::vec2 &point) -> Widget * {
for (auto &child : m_children) {
if (child->contains(point)) {
return child->getChildAt(point);
......@@ -27,7 +27,7 @@ namespace fggl::gui {
return nullptr;
}
bool Container::contains(const math::vec2 &point) {
auto Container::contains(const math::vec2 &point) -> bool {
return true;
}
......@@ -42,6 +42,84 @@ namespace fggl::gui {
m_dirty = true;
}
void Container::onMouseOver(math::vec2 pos) {
Widget::onMouseOver(pos);
auto* childHover = getChildAt(pos);
for ( auto& child : m_children) {
if ( child.get() != childHover ) {
child->onExit(pos);
}
}
if ( childHover != nullptr ) {
childHover->onMouseOver(pos);
}
}
void Container::onEnter(math::vec2i pos) {
Widget::onEnter(pos);
for ( auto& child : m_children ) {
if ( child->contains(pos)) {
child->onEnter(pos);
}
}
}
void Container::onExit(math::vec2i pos) {
Widget::onExit(pos);
for ( auto& child : m_children) {
child->onExit(pos);
}
}
GridBox::GridBox(uint32_t rows, uint32_t cols, uint32_t padx, uint32_t pady) : m_rows(rows), m_cols(cols), m_padding(padx, pady) {}
void GridBox::layout() {
assert( m_rows != 0 || m_cols != 0 );
if ( m_rows == 0 ) {
int rows = m_children.size() / m_cols;
// figure out the width and heights
auto* widths = new float[m_cols]{0.0F};
auto* heights = new float[rows]{0.0F};
for ( auto idx = 0U; idx < m_children.size(); ++idx) {
auto& child = m_children[idx];
int col = idx % m_cols;
int row = idx / m_cols;
widths[col] = std::max( child->size().x, widths[col] );
heights[row] = std::max( child->size().y, heights[row] );
}
// populate the grid
fggl::math::vec2i pos{0, 0};
unsigned int row = 0;
unsigned int col = 0;
for ( auto& child : m_children ) {
fggl::math::vec2i size{ widths[col], heights[row] };
child->size(pos, size);
child->layout();
// next iter
pos.x += size.x + m_padding.x;
col++;
if ( col == m_cols ) {
col = 0;
row++;
pos.x = 0;
pos.y += size.y + m_padding.y;
}
}
// cleanup variables
delete[] widths;
delete[] heights;
}
}
/*
Box::Box( LayoutAxis axis ) : m_axis( axis ) {}
......@@ -70,7 +148,7 @@ namespace fggl::gui {
void Panel::render(gfx::Paint &paint) {
// background painting time
gfx::Path2D background(topLeft());
background.colour(math::vec3(32.0f / 255.0f, 74.0F / 255.0F, 135.0F / 255.0F));
background.colour(math::vec3(32.0F / 255.0F, 74.0F / 255.0F, 135.0F / 255.0F));
draw_box(background, topLeft(), bottomRight());
paint.fill(background);
......
......@@ -25,19 +25,19 @@ namespace fggl::gui {
FontLibrary::FontLibrary(data::Storage *storage) : m_context(nullptr), m_storage(storage) {
FT_Init_FreeType(&m_context);
m_defaultFont = getFont(DEFAULT_FONT_NAME);
}
FontLibrary::~FontLibrary() {
// free all fonts
for (auto &face : m_cache) {
face.second = nullptr;
}
m_defaultFont = nullptr;
m_cache.clear();
// shut the library down
FT_Done_FreeType(m_context);
}
GlyphMetrics &FontFace::populateMetrics(char letter) {
auto FontFace::populateMetrics(char letter) -> GlyphMetrics & {
if (FT_Load_Char(m_face, letter, FT_LOAD_RENDER)) {
// something bad happened
return m_metrics['?'];
......@@ -54,7 +54,7 @@ namespace fggl::gui {
return it.first->second;
}
void FontFace::texture(char letter, int &width, int &height, void **buff) {
void FontFace::texture(char letter, int &width, int &height, unsigned char **buff) {
if (FT_Load_Char(m_face, letter, FT_LOAD_RENDER)) {
// something bad happened
return;
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 11/03/23.
//
#include "fggl/gui/model/parser.hpp"
#include <yaml-cpp/yaml.h>
namespace fggl::gui::model {
Widget* YamlToWidgetTree(WidgetFactory& factory, const YAML::Node& config) {
Widget* root;
if ( config["template"] ) {
root = factory.build( config["template"].as<std::string>());
} else {
root = factory.buildEmpty();
}
// deal with attrs
for ( auto attr : config["attrs"] ) {
root->set(attr.first.as<std::string>(), attr.second.as<std::string>());
}
// deal with child nodes
for ( auto child : config["children"] ) {
Widget* childWidget = YamlToWidgetTree(factory, child);
root->addChild(*childWidget);
}
// are we a template definition?
if ( config["define"] ) {
factory.push( config["define"].as<std::string>(), std::move(*root) );
return factory.getTemplate( config["define"].as<std::string>() );
}
return root;
}
inline Widget* parseFile(WidgetFactory& factory, const std::string& path) {
YAML::Node root = YAML::LoadFile(path);
if ( !root ){
return nullptr;
}
return YamlToWidgetTree(factory, root);
}
}
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 11/03/23.
//
#include "fggl/gui/model/structure.hpp"
#include "fggl/gui/fonts.hpp"
#include <algorithm>
#include <utility>
#include <string>
namespace fggl::gui::model {
math::vec2 calcTextBounds(const std::string& value, std::shared_ptr<FontFace> face) {
if ( face == nullptr ){
debug::warning("No preferred font sent, cowardly refusing to process text");
return {};
}
math::vec2 max{0, 0};
for (auto letter : value) {
auto metrics = face->metrics(letter);
max.x += metrics.size.x + (metrics.advance >> 6);
max.y = std::max(max.y, metrics.size.y);
}
return max;
}
inline math::vec2 calcBoxContrib(const Widget& widget, const std::string& name) {
return math::vec2{
widget.get_or_default<float>( name + "::left") + widget.get_or_default<float>(name + "::right"),
widget.get_or_default<float>( name + "::top" ) + widget.get_or_default<float>( name + "::bottom" )
};
}
void Widget::calcPrefSize(std::shared_ptr<FontFace> face) {
if ( !m_dirty ){
return;
}
auto padding = calcBoxContrib( *this, "padding");
auto border = calcBoxContrib( *this, "border");
auto content = math::vec2{0,0};
if (hasAttr("text")) {
content += calcTextBounds( get<std::string>("text"), std::move(face) );
}
m_cachedSize = padding + content + content;
debug::info("my preferred size is: ({}, {})", m_cachedSize.x, m_cachedSize.y);
m_dirty = false;
}
}
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 11/03/23.
//
#include "fggl/gui/renderer/renderer.hpp"
namespace fggl::gui::renderer {
constexpr int PADDING = 15;
void draw_box(gfx::Path2D &path, glm::vec2 topLeft, glm::vec2 bottomRight) {
path.moveTo({topLeft.x, topLeft.y});
path.pathTo({bottomRight.x, topLeft.y});
path.pathTo({bottomRight.x, bottomRight.y});
path.pathTo({topLeft.x, bottomRight.y});
path.pathTo({topLeft.x, topLeft.y});
}
void draw_border_patch(gfx::Paint& paint, Box& bounds, Box& size, math::vec3 colour) {
gfx::Path2D path({0,0});
path.colour(colour);
// draw edges
draw_box(path, {bounds.left + size.left, bounds.top}, {bounds.right - size.right, bounds.top + size.top} );
draw_box(path, {bounds.right - size.right, bounds.top + size.top}, {bounds.right, bounds.bottom - size.bottom} );
draw_box(path, {bounds.left + size.left, bounds.bottom - size.bottom}, {bounds.right - size.right, bounds.bottom} );
draw_box(path, {bounds.left, bounds.top + size.top}, {bounds.left + size.left, bounds.bottom - size.bottom} );
// draw-corners
draw_box(path, {bounds.left, bounds.top}, {bounds.left + size.left, bounds.top + size.top} );
draw_box(path, {bounds.right - size.right, bounds.top}, {bounds.right, bounds.top + size.top} );
draw_box(path, {bounds.left, bounds.bottom - size.bottom}, {bounds.left + size.left, bounds.bottom} );
draw_box(path, {bounds.right - size.right, bounds.bottom - size.bottom}, {bounds.right, bounds.bottom});
paint.fill(path);
}
void draw_border_solid(gfx::Paint& paint, Box& bounds, Box& size, math::vec3 colour) {
gfx::Path2D path({0,0});
path.colour(colour);
// draw edges
draw_box(path, {bounds.left, bounds.top}, {bounds.right, bounds.top + size.top} );
draw_box(path, {bounds.right - size.right, bounds.top + size.top}, {bounds.right, bounds.bottom - size.bottom} );
draw_box(path, {bounds.left, bounds.bottom - size.bottom}, {bounds.right, bounds.bottom} );
draw_box(path, {bounds.left, bounds.top + size.top}, {bounds.left + size.left, bounds.bottom - size.bottom} );
paint.fill(path);
}
void draw_background_solid(gfx::Paint& paint, Box& bounds, math::vec3 colour) {
gfx::Path2D path({0,0});
path.colour(colour);
draw_box(path, {bounds.left, bounds.top}, {bounds.right, bounds.bottom} );
paint.fill(path);
}
void layout(model::Widget& current) {
if ( current.isLeaf() ) {
// if the widget has a defined size, use that
if ( current.hasAttr("size") && !current.hasAttr("text") ) {
return;
}
// else, use the model's preferred size
auto preferred = current.preferredSize();
if ( preferred.has_value() ) {
current.set<math::vec2>("size", preferred.value() );
}
} else {
auto topPad = current.get_or_default<float>("border:top") + current.get_or_default<float>("padding::top");
auto leftPad = current.get_or_default<float>("border::left") + current.get_or_default<float>("padding::left");
math::vec2 size = {topPad, leftPad};
// layout all children
for ( auto& child : current ) {
layout(child);
auto childSize = child.get_or_default<math::vec2>("size");
size.x = std::max( childSize.x, size.x );
size.y += childSize.y;
child.set<math::vec2>("position", {leftPad, size.y});
}
// set our size based on that
current.set<math::vec2>("size", size );
}
}
void visit(const model::Widget& root, gfx::Paint& paint, Box offset) {
// get border size
auto border = get_box(root, "border");
// calculate box bounds
auto pos = get_vec2(root, "position");
auto size = get_vec2(root, "size");
auto bounds = getBounds(pos, size);
bounds.top += offset.top;
bounds.left += offset.left;
// deal with right hand size bounds
//bounds.right = std::min( size.x, offset.width() );
//bounds.right += offset.left;
// deal with bottom bounds
//bounds.bottom = std::min( size.y, offset.height() );
//bounds.bottom += offset.top;
auto background = bounds.trim(border);
draw_background_solid(paint, background, get_vec3_rgb(root, "colour"));
draw_border_patch(paint, bounds, border, get_vec3_rgb(root, "border::colour"));
auto padding = get_box(root, "padding");
background = background.trim(padding);
if ( root.hasAttr("text") ) {
auto text = root.get<std::string>("text");
paint.text(text, {background.left, background.top + PADDING});
}
for (const auto& child : root) {
visit(child, paint, background);
}
}
} // namespace fggl::gui:;renderer
\ No newline at end of file
......@@ -20,9 +20,9 @@
namespace fggl::gui {
void buttonBorder(gfx::Path2D &path, glm::vec2 pos, glm::vec2 size) {
void button_border(gfx::Path2D &path, glm::vec2 pos, glm::vec2 size) {
// outer box
path.colour({1.0f, 0.0f, 0.0f});
path.colour({1.0F, 0.0F, 0.0F});
path.pathTo({pos.x + size.x, pos.y});
path.pathTo({pos.x + size.x, pos.y + size.y});
path.pathTo({pos.x, pos.y + size.y});
......@@ -32,7 +32,7 @@ namespace fggl::gui {
math::vec2 innerTop{pos.x + 5, pos.y + 5};
math::vec2 innerBottom{pos.x + size.x - 5, pos.y + size.y - 5};
path.colour({1.0f, 1.0f, 0.0f});
path.colour({1.0F, 1.0F, 0.0F});
path.moveTo({innerTop.x, innerTop.y});
path.pathTo({innerBottom.x, innerTop.y});
path.pathTo({innerBottom.x, innerBottom.y});
......@@ -52,7 +52,7 @@ namespace fggl::gui {
const auto bottomRight{topLeft + size};
// background
path.colour({0.5f, 0.5f, 0.5f});
path.colour({0.5F, 0.5F, 0.5F});
draw_box(path, topLeft, bottomRight);
// fill
......@@ -65,13 +65,13 @@ namespace fggl::gui {
innerBottom.x = innerTop.x + barWidth;
// draw the bar
path.colour({0.8f, 0.0f, 0.0f});
path.colour({0.8F, 0.0F, 0.0F});
draw_box(path, innerTop, innerBottom);
// part of the bar that's not filled in
math::vec2 emptyTop{innerBottom.x, innerTop.y};
math::vec2 emptyBottom{trueBottom, innerBottom.y};
path.colour({0.4f, 0.0f, 0.0f});
path.colour({0.4F, 0.0F, 0.0F});
draw_box(path, emptyTop, emptyBottom);
}
......@@ -90,7 +90,7 @@ namespace fggl::gui {
math::vec2 selectorTop{innerTop.x + selectorValue - (selectorWidth / 2), topLeft.y};
math::vec2 selectorBottom{selectorTop.x + selectorWidth, bottomRight.y};
path.colour({1.0f, 1.0f, 1.0f});
path.colour({1.0F, 1.0F, 1.0F});
draw_box(path, selectorTop, selectorBottom);
}
......@@ -101,18 +101,18 @@ namespace fggl::gui {
math::vec2 innerTop{pos.x + 5, pos.y + 5};
math::vec2 innerBottom{pos.x + size.x - 5, pos.y + size.y - 5};
math::vec3 baseColour{0.5f, 0.5f, 0.5f};
math::vec3 baseColour{0.5F, 0.5F, 0.5F};
if (active) {
baseColour *= 1.2f;
baseColour *= 1.2F;
}
if (pressed) {
baseColour *= 0.8f;
baseColour *= 0.8F;
}
math::vec3 lightColour{baseColour * 1.2f};
math::vec3 darkColour{baseColour * 0.8f};
math::vec3 lightColour{baseColour * 1.2F};
math::vec3 darkColour{baseColour * 0.8F};
if (pressed) {
// flip light and dark for selected buttons
auto tmp = darkColour;
......
......@@ -23,8 +23,7 @@
namespace fggl::gui {
Button::Button(math::vec2 pos, math::vec2 size) : Widget(pos, size), m_label(pos, size), m_hover(false),
m_active(false) {}
Button::Button(math::vec2 pos, math::vec2 size) : Widget(pos, size), m_label(pos, size), m_active(false) {}
void Button::render(gfx::Paint &paint) {
gfx::Path2D path{topLeft()};
......@@ -39,19 +38,11 @@ namespace fggl::gui {
if (m_active) {
for (auto &callback : m_callbacks) {
callback();
m_active = false;
}
m_active = false;
}
}
void Button::onEnter() {
m_hover = true;
}
void Button::onExit() {
m_hover = false;
}
void Button::addCallback(Callback cb) {
m_callbacks.push_back(cb);
}
......@@ -60,7 +51,11 @@ namespace fggl::gui {
m_label.text(value);
}
std::string Button::label() const {
void Button::layout() {
m_label.size(topLeft(), size());
}
auto Button::label() const -> std::string {
return m_label.text();
}
......
......@@ -27,10 +27,10 @@ namespace fggl::input {
// see https://asliceofrendering.com/camera/2019/11/30/ArcballCamera/
auto &camTransform = ecs.get<fggl::math::Transform>(cam);
auto &camComp = ecs.get<fggl::gfx::Camera>(cam);
auto &mouse = input.mouse;
const auto &mouse = input.mouse;
glm::vec4 position(camTransform.origin(), 1.0f);
glm::vec4 pivot(camComp.target, 1.0f);
glm::vec4 position(camTransform.origin(), 1.0F);
glm::vec4 pivot(camComp.target, 1.0F);
glm::mat4 view = glm::lookAt(camTransform.origin(), camComp.target, camTransform.up());
glm::vec3 viewDir = -glm::transpose(view)[2];
glm::vec3 rightDir = glm::transpose(view)[0];
......@@ -41,12 +41,12 @@ namespace fggl::input {
float yAngle = (-mouse.axisDelta(fggl::input::MouseAxis::Y)) * deltaAngleY;
// rotate the camera around the pivot on the first axis
glm::mat4x4 rotationMatrixX(1.0f);
glm::mat4x4 rotationMatrixX(1.0F);
rotationMatrixX = glm::rotate(rotationMatrixX, xAngle, fggl::math::UP);
position = (rotationMatrixX * (position - pivot)) + pivot;
// rotate the camera aroud the pivot on the second axis
glm::mat4x4 rotationMatrixY(1.0f);
// rotate the camera around the pivot on the second axis
glm::mat4x4 rotationMatrixY(1.0F);
rotationMatrixY = glm::rotate(rotationMatrixY, yAngle, rightDir);
glm::vec3 finalPos = (rotationMatrixY * (position - pivot)) + pivot;
......@@ -66,17 +66,17 @@ namespace fggl::input {
glm::vec3 motion(0.0F);
float delta = input.mouse.axis(fggl::input::MouseAxis::SCROLL_Y);
if ((glm::length(dir) < maxZoom && delta < 0.0f) || (glm::length(dir) > minZoom && delta > 0.0f)) {
if ((glm::length(dir) < maxZoom && delta < 0.0F) || (glm::length(dir) > minZoom && delta > 0.0F)) {
motion -= (forward * delta);
camTransform.origin(camTransform.origin() + motion);
}
}
void process_freecam(entity::EntityManager &ecs, const Input &input, entity::EntityID cam) {
float rotationValue = 0.0f;
glm::vec3 translation(0.0f);
float rotationValue = 0.0F;
glm::vec3 translation(0.0F);
auto &keyboard = input.keyboard;
const auto &keyboard = input.keyboard;
auto &settings = ecs.get<FreeCamKeys>(cam);
// calculate rotation (user input)
......@@ -107,24 +107,24 @@ namespace fggl::input {
auto camTransform = ecs.get<fggl::math::Transform>(cam);
auto camComp = ecs.get<fggl::gfx::Camera>(cam);
glm::vec4 position(camTransform.origin(), 1.0f);
glm::vec4 pivot(camComp.target, 1.0f);
glm::vec4 position(camTransform.origin(), 1.0F);
glm::vec4 pivot(camComp.target, 1.0F);
// apply movement
if (translation != glm::vec3(0.0f)) {
if (translation != glm::vec3(0.0F)) {
const auto rotation = (position - pivot);
const float angle = atan2f(rotation.x, rotation.z);
const auto rotationMat = glm::rotate(MAT_IDENTITY, angle, fggl::math::UP);
auto deltaMove = (rotationMat * glm::vec4(translation, 1.0f)) * PAN_SPEED;
deltaMove.w = 0.0f;
auto deltaMove = (rotationMat * glm::vec4(translation, 1.0F)) * PAN_SPEED;
deltaMove.w = 0.0F;
position += deltaMove;
pivot += deltaMove;
}
// apply rotation
if (rotationValue != 0.0f) {
if (rotationValue != 0.0F) {
glm::mat4 rotation = glm::rotate(MAT_IDENTITY, rotationValue, fggl::math::UP);
position = (rotation * (position - pivot)) + pivot;
}
......@@ -134,24 +134,24 @@ namespace fggl::input {
}
void process_edgescroll(entity::EntityManager &ecs, const Input &input, entity::EntityID cam) {
glm::vec3 translation(0.0f);
glm::vec3 translation(0.0F);
auto &mouse = input.mouse;
const auto &mouse = input.mouse;
// calculate movement (user input)
if (mouse.axis(MouseAxis::Y) < 0.9f) {
if (mouse.axis(MouseAxis::Y) < 0.9F) {
translation -= fggl::math::RIGHT;
}
if (mouse.axis(MouseAxis::Y) > -0.9f) {
if (mouse.axis(MouseAxis::Y) > -0.9F) {
translation += fggl::math::RIGHT;
}
if (mouse.axis(MouseAxis::X) > -0.9f) {
if (mouse.axis(MouseAxis::X) > -0.9F) {
translation += fggl::math::FORWARD;
}
if (mouse.axis(MouseAxis::X) < 0.9f) {
if (mouse.axis(MouseAxis::X) < 0.9F) {
translation -= fggl::math::FORWARD;
}
......@@ -159,17 +159,17 @@ namespace fggl::input {
auto &camTransform = ecs.get<fggl::math::Transform>(cam);
auto &camComp = ecs.get<fggl::gfx::Camera>(cam);
glm::vec4 position(camTransform.origin(), 1.0f);
glm::vec4 pivot(camComp.target, 1.0f);
glm::vec4 position(camTransform.origin(), 1.0F);
glm::vec4 pivot(camComp.target, 1.0F);
// apply movement
if (translation != glm::vec3(0.0f)) {
if (translation != glm::vec3(0.0F)) {
const auto rotation = (position - pivot);
const float angle = atan2f(rotation.x, rotation.z);
const auto rotationMat = glm::rotate(MAT_IDENTITY, angle, fggl::math::UP);
auto deltaMove = (rotationMat * glm::vec4(translation, 1.0f)) * PAN_SPEED;
deltaMove.w = 0.0f;
auto deltaMove = (rotationMat * glm::vec4(translation, 1.0F)) * PAN_SPEED;
deltaMove.w = 0.0F;
position += deltaMove;
pivot += deltaMove;
......
......@@ -22,22 +22,12 @@ namespace fggl::math::phs3d {
max = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
}
void AABB::add(const math::vec3 &p) {
if (p.x < min.x)
min.x = p.x;
if (p.x > max.x)
max.x = p.x;
if (p.y < min.y)
min.y = p.y;
if (p.y > min.y)
max.y = p.y;
if (p.z < min.z)
min.z = p.z;
if (p.z > max.z)
max.z = p.z;
void AABB::add(const math::vec3 &point) {
min = minElm(min, point);
max = maxElm(max, point);
}
AABB AABB::fromPoints(const std::vector<math::vec3> &points) {
auto AABB::fromPoints(const std::vector<math::vec3> &points) -> AABB {
AABB box;
for (const auto &point : points) {
box.add(point);
......@@ -52,7 +42,7 @@ namespace fggl::math::phs3d {
// this feels like something that should be vectorizable...
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (m[i][j] > 0.0f) {
if (m[i][j] > 0.0F) {
min[j] += m[i][j] * other.min[j];
max[j] += m[i][j] * other.max[j];
} else {
......@@ -63,7 +53,7 @@ namespace fggl::math::phs3d {
}
}
Plane Plane::fromPoints(const math::vec3 p1, const math::vec3 p2, const math::vec3 p3) {
auto Plane::fromPoints(const math::vec3 p1, const math::vec3 p2, const math::vec3 p3) -> Plane {
const auto e3 = p2 - p1;
const auto e1 = p3 - p2;
auto normal = glm::normalize(glm::cross(e3, e1));
......@@ -71,7 +61,7 @@ namespace fggl::math::phs3d {
return {normal, d};
}
static math::vec3 bestFitNormal(const std::vector<math::vec3> &points) {
static auto bestFitNormal(const std::vector<math::vec3> &points) -> math::vec3 {
assert(!points.empty());
math::vec3 result;
......@@ -90,9 +80,9 @@ namespace fggl::math::phs3d {
return glm::normalize(result);
};
static float bestFitD(const std::vector<math::vec3> &points, glm::vec3 normal) {
static auto bestFitD(const std::vector<math::vec3> &points, glm::vec3 normal) -> float {
math::vec3 sum;
for (auto &point : points) {
for (const auto &point : points) {
sum += point;
}
sum *= 1.0F / points.size();
......@@ -108,7 +98,7 @@ namespace fggl::math::phs3d {
const char b;
};
static bary_axis baryCalcAxis(const math::vec3 &normal) {
static auto baryCalcAxis(const math::vec3 &normal) -> bary_axis {
if ((fabs(normal.x) >= fabs(normal.y)) && (fabs(normal.x) >= fabs(normal.z))) {
// discard x
return {Y, Z};
......@@ -121,7 +111,7 @@ namespace fggl::math::phs3d {
}
}
bool Triangle::CartToBarycentric(const math::vec3 &cart, Barycentric &outVal) {
auto Triangle::CartToBarycentric(const math::vec3 &cart, Barycentric &outVal) -> bool {
// everything is const because I'm paying the compiler is smarter than me...
const auto d1 = v[1] - v[0];
......@@ -144,19 +134,19 @@ namespace fggl::math::phs3d {
const float v4 = cart[ax.b] - v[2][ax.b];
const float denom = v1 * u2 - v2 * u1;
if (denom == 0.0f) {
if (denom == 0.0F) {
return false;
}
// finally, we can work it out
const float oneOverDenom = 1.0f / denom;
const float oneOverDenom = 1.0F / denom;
outVal.b[0] = (v4 * u2 - v2 * u4) * oneOverDenom;
outVal.b[1] = (v1 * u3 - v3 * u1) * oneOverDenom;
outVal.b[2] = 1.0f - outVal.b[0] - outVal.b[1];
outVal.b[2] = 1.0F - outVal.b[0] - outVal.b[1];
return true;
}
bool Triangle::CartToBarycentric2(const math::vec3 &cart, Barycentric &outVal) {
auto Triangle::CartToBarycentric2(const math::vec3 &cart, Barycentric &outVal) -> bool {
const auto e1 = v[2] - v[1];
const auto e2 = v[0] - v[2];
const auto e3 = v[1] - v[0];
......@@ -167,7 +157,7 @@ namespace fggl::math::phs3d {
const auto normal = glm::normalize(glm::cross(e1, e2));
const auto denom = glm::dot(glm::cross(e1, e2), normal);
assert(denom != 0.0f);
assert(denom != 0.0F);
outVal.b[0] = glm::dot(glm::cross(e1, d3), normal) / denom;
outVal.b[1] = glm::dot(glm::cross(e2, d1), normal) / denom;
......
......@@ -13,7 +13,6 @@
*/
#include "fggl/math/triangulation.hpp"
#include <iostream>
namespace fggl::math {
......@@ -29,7 +28,7 @@ namespace fggl::math {
// deal with the indices
const auto nTris = polygon.size() - 2;
for (auto i = 0u; i < nTris; i++) {
for (auto i = 0U; i < nTris; i++) {
mesh.add_index(firstIdx);
mesh.add_index(prevIdx);
......
......@@ -20,7 +20,7 @@
namespace fggl::phys {
bool NullPhysics::factory(modules::ModuleService serviceName, modules::Services &serviceManager) {
auto NullPhysics::factory(modules::ServiceName serviceName, modules::Services &serviceManager) -> bool {
if (serviceName == phys::PhysicsProvider::service) {
serviceManager.bind<phys::PhysicsProvider, NullPhysicsProvider>();
return true;
......
......@@ -25,34 +25,36 @@
namespace fggl::platform {
inline static std::filesystem::path get_user_path(const char *env, const char *fallback) {
const char *path = std::getenv(env);
if (path != nullptr) {
return {path};
namespace {
inline auto get_user_path(const char *env, const char *fallback) -> std::filesystem::path {
const char *path = std::getenv(env);
if (path != nullptr) {
return {path};
}
return {fallback};
}
return {fallback};
}
static std::vector<std::filesystem::path> get_path_list(const char *env, const char *folderName) {
const char *pathList = std::getenv(env);
std::vector<std::filesystem::path> paths;
if (pathList) {
std::string pathListStr(pathList);
std::string::size_type pos = 0;
while (pos < pathListStr.size()) {
std::string::size_type nextPos = pathListStr.find(':', pos);
if (nextPos == std::string::npos) {
nextPos = pathListStr.size();
auto get_path_list(const char *env, const char *folderName) -> std::vector<std::filesystem::path> {
const char *pathList = std::getenv(env);
std::vector<std::filesystem::path> paths;
if (pathList) {
std::string pathListStr(pathList);
std::string::size_type pos = 0;
while (pos < pathListStr.size()) {
std::string::size_type nextPos = pathListStr.find(':', pos);
if (nextPos == std::string::npos) {
nextPos = pathListStr.size();
}
std::string path = pathListStr.substr(pos, nextPos - pos);
paths.push_back(std::filesystem::path(path) / folderName);
pos = nextPos + 1;
}
std::string path = pathListStr.substr(pos, nextPos - pos);
paths.push_back(std::filesystem::path(path) / folderName);
pos = nextPos + 1;
}
return paths;
}
return paths;
}
EnginePaths calc_engine_paths(const char *base) {
auto calc_engine_paths(const char *base) -> EnginePaths {
auto dataDirs = get_path_list(ENV_DATA_DIRS, base);
if (dataDirs.empty()) {
for (const auto &defaultDir : DEFAULT_DATA_DIRS) {
......@@ -76,7 +78,7 @@ namespace fggl::platform {
};
}
std::filesystem::path locate_data(const EnginePaths &paths, const std::filesystem::path &relPath) {
auto locate_data(const EnginePaths &paths, const std::filesystem::path &relPath) -> std::filesystem::path {
auto userPath = paths.userData / relPath;
if (std::filesystem::exists(userPath)) {
return userPath;
......@@ -98,11 +100,11 @@ namespace fggl::platform {
return debugPath;
}
// if the file existed, it shoudl exist in the user space
// if the file existed, it should exist in the user space
return userPath;
}
std::filesystem::path locate_config(const EnginePaths &paths, const std::filesystem::path &relPath) {
auto locate_config(const EnginePaths &paths, const std::filesystem::path &relPath) -> std::filesystem::path {
auto userPath = paths.userConfig / relPath;
if (std::filesystem::exists(userPath)) {
return userPath;
......@@ -120,7 +122,7 @@ namespace fggl::platform {
return userPath;
}
std::filesystem::path locate_cache(const EnginePaths &paths, const std::filesystem::path &relPath) {
auto locate_cache(const EnginePaths &paths, const std::filesystem::path &relPath) -> std::filesystem::path {
auto userPath = paths.userCache / relPath;
if (std::filesystem::exists(userPath)) {
return userPath;
......
......@@ -24,6 +24,20 @@
namespace fggl::scenes {
GameBase::GameBase(fggl::App& app) : AppState(app) {
m_input = app.service<input::Input>();
}
void GameBase::update(float /*dt*/) {
// detect the user quitting
if (m_input != nullptr) {
bool escapePressed = m_input->keyboard.pressed(glfwGetKeyScancode(GLFW_KEY_ESCAPE));
if (escapePressed) {
m_owner.change_state(m_previous);
}
}
}
Game::Game(fggl::App &app) : AppState(app) {
m_input = app.service<input::Input>();
}
......@@ -45,7 +59,7 @@ namespace fggl::scenes {
m_world.reset();
}
void Game::update() {
void Game::update(float /*dt*/) {
assert(m_world && "called game update, but there was no world - was activate called?");
if (m_input != nullptr) {
......@@ -53,18 +67,23 @@ namespace fggl::scenes {
if (escapePressed) {
m_owner.change_state(m_previous);
}
if ( m_input->keyboard.pressed(glfwGetKeyScancode(GLFW_KEY_F2)) ) {
m_debug = !m_debug;
}
}
if (m_phys != nullptr) {
m_phys->step();
}
// debug render toggle
//m_world->reapEntities();
}
void Game::render(fggl::gfx::Graphics &gfx) {
if (m_world != nullptr) {
gfx.drawScene(*m_world);
gfx.drawScene(*m_world, m_debug);
}
}
......