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  • gamedev/fggl
  • onuralpsezer/fggl
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with 662 additions and 85 deletions
......@@ -26,8 +26,8 @@ variables:
.f34-ogl:
image: git.fossgalaxy.com:8042/gamedev/containers/fedora:36-opengl
before_script:
- dnf install -y pkgconfig\(dri\) pkgconfig\(glu\) pkgconfig\(x11\) pkgconfig\(xcursor\) pkgconfig\(xi\) pkgconfig\(xinerama\) pkgconfig\(xrandr\) doxygen
- dnf install -y glm-devel glfw-devel openal-soft-devel spdlog-devel freetype-devel yaml-cpp-devel assimp-devel bullet-devel gtest-devel gmock-devel
- dnf install -y pkgconfig\(dri\) pkgconfig\(glu\) pkgconfig\(x11\) pkgconfig\(xcursor\) pkgconfig\(xi\) pkgconfig\(xinerama\) pkgconfig\(xrandr\) pkgconfig\(lua\) doxygen
- dnf install -y glm-devel glfw-devel openal-soft-devel spdlog-devel freetype-devel yaml-cpp-devel assimp-devel gtest-devel gmock-devel
##
# Build Targets check it builds on popular Linux Distributions
......@@ -36,7 +36,7 @@ build:fedora:
extends: .f34-ogl
stage: build
script:
- cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
- cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug -DFGGL_EXT_BULLET=OFF
- cmake --build build
artifacts:
paths:
......@@ -47,9 +47,9 @@ build:ubuntu:
stage: build
before_script:
- apt update && apt install -y build-essential cmake
- apt install -y libglm-dev libglfw3-dev libopenal-dev libspdlog-dev libfreetype-dev libyaml-cpp-dev libassimp-dev libbullet-dev libbullet-extras-dev libgtest-dev libgmock-dev
- apt install -y libglm-dev libglfw3-dev libopenal-dev libspdlog-dev libfreetype-dev libyaml-cpp-dev libassimp-dev libbullet-extras-dev libgtest-dev libgmock-dev liblua5.2-dev
script:
- cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
- cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug -DFGGL_EXT_BULLET=OFF -DFGGL_EXT_LUA=OFF
- cmake --build build
......
......@@ -8,6 +8,9 @@ option(FGGL_EXAMPLES "Should we build examples or just the library" ON)
option(FGGL_TESTS "Should we enable the testing suite?" ON)
option(FGGL_DOCS "Should we build documentation?" ON)
option(FGGL_EXT_BULLET "Should we build the bullet module?" OFF)
option(FGGL_EXT_LUA "Should we build the lua module?" ON)
##
# Windows
# When on windows, integrate vcpkg
......@@ -31,8 +34,9 @@ project(fggl
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# vendor dependencies
add_subdirectory( vendor/entt )
add_subdirectory( vendor/imgui )
add_subdirectory(vendor/glad)
add_subdirectory( vendor/glad )
# engine headers
file(GLOB_RECURSE public_headers
......@@ -44,9 +48,6 @@ add_subdirectory( fggl )
target_compile_options( fggl PRIVATE -Wall -Wpedantic -Wextra -Wodr -fno-strict-aliasing -fno-strict-overflow )
set_property(TARGET fggl PROPERTY INTERPROCEDURAL_OPTIMIZATION True)
# vendor dependencies
add_subdirectory( integrations/entt )
# Unit Tests
if (FGGL_TESTS)
include(CTest)
......@@ -68,17 +69,20 @@ endif()
##
# 3rd party integrations
add_subdirectory( integrations/bullet )
add_subdirectory( integrations/lua )
if ( FGGL_EXT_BULLET )
add_subdirectory( integrations/bullet )
endif()
if ( FGGL_EXT_LUA )
add_subdirectory( integrations/lua )
endif()
# Tools
add_subdirectory( tools/pack )
# add_subdirectory( tools/pack )
# Demo project
if (FGGL_EXAMPLES)
add_subdirectory(demo)
target_compile_options( demo PRIVATE -Wall -Wextra -Wodr -Wdouble-promotion -fno-strict-aliasing -fno-strict-overflow )
set_property(TARGET demo PROPERTY INTERPROCEDURAL_OPTIMIZATION True)
add_subdirectory(demo EXCLUDE_FROM_ALL)
endif()
##
......
......@@ -12,6 +12,10 @@ On Ubuntu:
sudo apt install build-essential cmake
sudo apt install -y libglm-dev libglfw3-dev libopenal-dev libspdlog-dev libfreetype-dev libyaml-cpp-dev libassimp-dev libbullet-dev
```
On Fedora:
```bash
sudo dnf install -y glm-devel glfw-devel openal-soft-devel spdlog-devel freetype-devel yaml-cpp-devel assimp-devel bullet-devel gcc gcc-c++ cmake gtest-devel doxygen lua lua-devel gmock gmock-devel
```
### Building
It's designed to be a fairly standard cmake project, so the standard cmake steps should work:
......
......@@ -10,8 +10,14 @@ add_executable(demo
demo/grid.cpp
demo/robot/programmer.cpp
demo/models/viewer.cpp
demo/hexboard/board.cpp
demo/hexboard/camera.cpp
)
# set build flags
target_compile_options( demo PRIVATE -Wall -Wextra -Wodr -Wdouble-promotion -fno-strict-aliasing -fno-strict-overflow )
set_property(TARGET demo PROPERTY INTERPROCEDURAL_OPTIMIZATION True)
target_include_directories(demo
PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/include
......@@ -19,7 +25,9 @@ target_include_directories(demo
target_link_libraries( demo fggl )
#target_link_libraries(demo fggl fgglbt)
target_link_libraries( demo fggl-lua )
if ( FGGL_EXT_LUA )
target_link_libraries( demo fggl-lua )
endif()
find_package(spdlog)
target_link_libraries(demo spdlog::spdlog)
......
packs/
---
- define: label
attrs:
value: """
- define: button
children:
- template: label
- define: textinput
children:
- template: label
- define: checkbox
attrs:
state: False
- define: radio
attrs:
state: False
- define: frame
/**
* OpenGL RedBook Shader.
* Examples 7.8, 7.9 and 7.10.
*
* Reflections are happening in camera space
*/
#version 330 core
in vec4 Position;
in vec3 Normal;
in vec4 Colour;
in vec2 TexPos;
in Vertex {
vec3 Position;
vec3 Normal;
vec3 Colour;
vec2 TexPos;
};
out vec4 FragColour;
const float constant = 1.0;
const float linear = 0.022;
const float quadratic = 0.0019;
float specPower = 0.5;
const float shininess = 8;
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
uniform mat4 MVMatrix;
uniform vec3 viewerPos_ws;
struct DirectionalLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct Material {
vec3 emission;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirectionalLight light;
uniform Material material;
const int hasPos = 0;
vec4 calcDirLight(DirectionalLight light, vec3 Normal, vec3 viewDir, vec4 specPx, vec4 diffPx) {
vec3 lightDir = normalize( ( vec4(light.direction, 1) * MVMatrix).xyz - Position.xyz );
vec4 ambient = 0.1 * vec4( light.ambient, 1);
vec3 reflectDir = reflect( -lightDir, Normal );
float spec = pow( max( dot(viewDir, reflectDir), 0.0), shininess);
vec4 specular = 1.0 * vec4( light.specular, 1) * specPower * (spec * specPx);
float diff = max( dot(Normal, lightDir), 0.0 );
vec4 diffuse = vec4(light.diffuse,1) * (diff * diffPx);
if ( hasPos == 1 ) {
vec3 lightPos = ( vec4(light.direction, 1) * MVMatrix).xyz;
float distance = length( lightPos - Position.xyz );
float att = 1.0 / (constant +
(linear * distance) +
(quadratic * (distance * distance)));
ambient *= att;
diffuse *= att;
specular *= att;
}
return (ambient + diffuse + specular);
}
void main() {
vec3 normalScale = 0.5 + (Normal / 2);
FragColour = Colour * vec4(normalScale, 1) * texture(diffuseTexture, TexPos);
vec3 viewDir = normalize(-Position);
vec4 diffPx = vec4(material.diffuse, 1);
vec4 specPx = vec4(material.specular, 1);
if ( hasPos != 1) {
diffPx *= texture(diffuseTexture, TexPos);
specPx *= texture(specularTexture, TexPos);
}
FragColour = vec4(Colour, 1);
FragColour *= calcDirLight(light, Normal, viewDir, specPx, diffPx);
}
\ No newline at end of file
......@@ -4,6 +4,7 @@
*/
#version 330 core
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec3 VertexColour;
......@@ -13,15 +14,18 @@ uniform mat4 MVPMatrix;
uniform mat4 MVMatrix;
uniform mat3 NormalMatrix;
out vec4 Position;
out vec3 Normal;
out vec4 Colour;
out vec2 TexPos;
out Vertex {
vec3 Position;
vec3 Normal;
vec3 Colour;
vec2 TexPos;
};
void main() {
Colour = vec4(VertexColour, 1);
Normal = NormalMatrix * VertexNormal;
Colour = VertexColour;
Normal = mat3(transpose(inverse(MVMatrix))) * VertexNormal;
TexPos = VertexTex;
Position = MVMatrix * vec4(VertexPosition, 1);
Position = vec3(MVMatrix * vec4(VertexPosition, 1));
gl_Position = MVPMatrix * vec4(VertexPosition, 1);
}
\ No newline at end of file
......@@ -89,6 +89,11 @@ prefabs:
type: kinematic
shape:
type: box
- name: rb_light
components:
Transform:
gfx::phong::directional:
direction: [10, 5, 0]
scene:
- prefab: rb_wallX
components:
......@@ -124,5 +129,6 @@ scene:
origin: [6, -0.5, -15]
- prefab: rb_player
name: "player"
- prefab: rb_light
scripts:
- "rollball.lua"
\ No newline at end of file
......@@ -24,12 +24,13 @@
#include "GameScene.h"
#include "fggl/entity/loader/loader.hpp"
#include "fggl/mesh/components.hpp"
camera_type cam_mode = cam_free;
static void placeObject(fggl::entity::EntityManager& world, fggl::entity::EntityID floor, fggl::entity::EntityFactory* factory, fggl::util::GUID prototype, glm::vec3 targetPos) {
#ifndef NDEBUG
fggl::debug::trace("Creating object from prototype: {}", fggl::util::guidToString(prototype));
fggl::debug::trace("Creating object from prototype: {}", fggl::util::guid_to_string(prototype));
#endif
auto obj = factory->create(prototype, world);
......@@ -128,7 +129,8 @@ static void setupBunkerPrototype(fggl::entity::EntityFactory* factory) {
// mesh
int nSections = 2;
fggl::data::Mesh mesh;
fggl::mesh::MultiMesh3D mesh;
for (int j=-(nSections/2); j<=nSections/2; j++) {
const auto shapeOffset = glm::vec3( 0.0f, 0.5f, (float)j * 1.0f );
......@@ -140,37 +142,41 @@ static void setupBunkerPrototype(fggl::entity::EntityFactory* factory) {
glm::vec3( 1.0f, 0.0f, 0.0f) + shapeOffset,
glm::vec3( 0.0f, fggl::math::HALF_PI, 0.0f) );
fggl::data::make_cube( mesh, cubeMat );
fggl::data::make_slope( mesh, leftSlope );
fggl::data::make_slope( mesh, rightSlope );
fggl::data::make_cube( mesh.generate(), cubeMat);
fggl::data::make_slope( mesh.generate(), leftSlope );
fggl::data::make_slope( mesh.generate(), rightSlope );
}
mesh.removeDups();
//mesh.removeDups();
// generate mesh component data
// FIXME: find a better way to do this, avoid re-uploading the whole mesh.
fggl::entity::ComponentSpec procMesh{};
procMesh.set<std::string>("pipeline", "redbook/debug");
YAML::Node vertexData;
for (auto& vertex : mesh.vertexList()) {
YAML::Node vertexNode;
vertexNode["position"] = vertex.posititon;
vertexNode["normal"] = vertex.normal;
vertexNode["colour"] = vertex.colour;
vertexNode["texPos"] = vertex.texPos;
vertexData.push_back(vertexNode);
}
YAML::Node modelNode;
for (auto& submesh : mesh.meshes) {
YAML::Node vertexData;
for (auto& vertex : submesh.data) {
YAML::Node vertexNode;
vertexNode["position"] = vertex.position;
vertexNode["normal"] = vertex.normal;
vertexNode["colour"] = vertex.colour;
vertexNode["texPos"] = vertex.texPos;
vertexData.push_back(vertexNode);
}
YAML::Node indexData;
for (auto& index : mesh.indexList()) {
indexData.push_back(index);
}
YAML::Node indexData;
for (auto& index : submesh.indices) {
indexData.push_back(index);
}
YAML::Node meshData;
meshData["vertex"] = vertexData;
meshData["index"] = indexData;
procMesh.set("mesh", meshData);
bunkerSpec.addComp(fggl::data::StaticMesh::guid, procMesh);
YAML::Node meshNode;
meshNode["vertex"] = vertexData;
meshNode["index"] = indexData;
modelNode.push_back( meshNode );
}
procMesh.set("model", modelNode);
bunkerSpec.addComp(fggl::mesh::StaticMultiMesh3D::guid, procMesh);
factory->define(BUNKER_PROTOTYPE, bunkerSpec);
}
......
......@@ -21,6 +21,9 @@
#include "fggl/assets/loader.hpp"
#include "fggl/entity/gridworld/zone.hpp"
#include "fggl/gui/model/parser.hpp"
#include "fggl/gui/renderer/renderer.hpp"
using namespace fggl::gfx::colours;
namespace demo {
......@@ -94,8 +97,8 @@ namespace demo {
auto& manager = area->entities();
{
player = manager.create();
auto& cellPos = manager.add<CellPos>(player);
auto& robotState = manager.add<RobotState>(player);
manager.add<CellPos>(player);
manager.add<RobotState>(player);
}
return player;
......@@ -123,7 +126,7 @@ namespace demo {
fggl::math::vec2i size{32, 32};
auto btn = std::make_unique<fggl::gui::Button>(pos, size);
btn->label(action.name);
btn->addCallback([=](){
btn->addCallback([=, this](){
this->m_program.m_instructions.push_back({action.name, action.callback});
});
btnGrid->add(std::move(btn));
......@@ -195,7 +198,7 @@ namespace demo {
constexpr float DRAW_HALF = DRAW_SIZE / 2.0F;
constexpr float WALL_HALF = 2.5F;
static void render_grid(fggl::gfx::Paint& paint, fggl::entity::grid::Area2D<255, 255>& grid) {
static void render_grid(fggl::gfx::Paint& paint, fggl::entity::grid::Area2D<255, 255>& grid, fggl::App& app) {
const fggl::math::vec2 wallOffsetNorth {0, -DRAW_HALF};
const fggl::math::vec2 wallOffsetWest {-DRAW_HALF, 0};
......@@ -223,6 +226,35 @@ namespace demo {
}
}
}
// UI test
auto widgetFactory = app.service<fggl::gui::model::WidgetFactory>();
auto widget = widgetFactory->buildEmpty();
widget->set("position", fggl::math::vec2{200.0F, 100.F});
widget->set("size", fggl::math::vec2{500.0F, 300.F});
widget->set("colour", fggl::gfx::colours::BLANCHED_ALMOND);
fggl::gui::model::attr_box_set(*widget, "padding", 5.0F);
auto handle = widgetFactory->buildEmpty();
handle->set("border::bottom",5.0F);
handle->set("position", fggl::math::vec2{0.0F, 0.0F});
//handle->set("size", fggl::math::vec2{INFINITY, 50.0F});
handle->set("text", "hello, world!");
handle->set("colour", fggl::gfx::colours::ORANGE);
fggl::gui::model::attr_box_set(*handle, "padding", 5.0F);
widget->addChild(*handle);
delete handle;
auto content = widgetFactory->buildEmpty();
content->set("position", fggl::math::vec2{0.0F, 50.0F});
//content->set("size", fggl::gui::model::UNDEFINED_SIZE);
content->set("colour", fggl::gfx::colours::BURLYWOOD);
widget->addChild(*content);
delete content;
fggl::gui::renderer::layout(*widget);
fggl::gui::renderer::visit(*widget, paint);
}
......@@ -325,7 +357,7 @@ namespace demo {
void GridScene::render(fggl::gfx::Graphics &gfx) {
fggl::gfx::Paint paint;
render_grid(paint, *m_grid);
render_grid(paint, *m_grid, owner());
render_objects(paint, *m_grid);
m_canvas.render(paint);
......
/*
* 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 "hexboard/scene.hpp"
namespace demo::hexboard {
constexpr float SCROLL_SPEED = 0.01F;
constexpr float HEX_SIZE = 64.0F;
constexpr std::array<fggl::grid::IntHex, 4> ISLAND_CENTERS {{
{2, 3},
{6, 7},
{9, 10},
{6, 3}
}};
Scene::Scene(fggl::App &app) : GameBase(app), m_board(nullptr), m_screen(1920.F, 1080.F) {
}
void Scene::activate() {
m_board = std::make_unique<fggl::grid::HexGrid>();
m_layout = std::make_unique<fggl::grid::Layout>( fggl::grid::Orientation::make_pointy(), HEX_SIZE );
//m_layout->m_origin = { 1920.0F * -0.5F, 1080.0F * -0.5F};
m_selections = std::make_unique<SelectionModel>();
const fggl::grid::TerrainType grass{
.data = std::make_shared<fggl::grid::MaterialData>()
};
grass.data->name = "grass";
grass.data->colour = {0.0F, 1.0F, 0.0};
for (auto islandPoint : ISLAND_CENTERS){
auto island = islandPoint.hexesInRange(2);
for (auto &hex : island) {
m_board->setTerrain(hex, grass);
}
}
m_camera = std::make_unique<Camera2D>();
}
void Scene::deactivate() {
m_board = nullptr;
m_selections = nullptr;
m_layout = nullptr;
}
void Scene::update(float delta) {
GameBase::update(delta);
// if the board is not set, abort
if ( m_board == nullptr ){
return;
}
// check if a button was pressed
auto& input = this->input();
{
const auto mouseNdc = fggl::input::mouse_axis(input.mouse);
const auto screenPos = ndc_to_screen(mouseNdc, m_screen);
// calculate what the user clicked on
auto worldPx = m_camera->unproject(screenPos);
m_selections->hover = fggl::grid::round2( m_layout->toGrid(worldPx) );
if (input.mouse.pressed(fggl::input::MouseButton::LEFT)) {
m_selections->selected = m_selections->hover;
m_camera->moveBy(mouseNdc * (m_screen * 0.5F) );
}
if ( input.mouse.down(fggl::input::MouseButton::RIGHT) ) {
if (input.mouse.pressed( fggl::input::MouseButton::RIGHT )) {
m_dragging = screenPos;
}
auto offset = screenPos - m_dragging.value();
m_camera->teleportBy(offset * SCROLL_SPEED);
} else if ( input.mouse.released(fggl::input::MouseButton::RIGHT) ) {
m_dragging = {};
}
}
m_camera->update(delta);
// flip y, because reasons
//auto offset = m_camera->getFocusLocation();
//m_layout->m_origin = -offset;
}
void Scene::drawGrid(fggl::gfx::Paint& paint) {
auto tiles = m_board->getAllTiles();
for ( const auto& tile : tiles ) {
auto terrain = m_board->getTerrain(tile);
if ( terrain.has_value() ) {
const auto& terrainData = terrain.value();
m_layout->paintHex(paint, tile, terrainData.colour, m_camera->getFocusLocation());
}
}
}
void Scene::drawSelections(fggl::gfx::Paint& paint) {
if ( m_selections == nullptr || m_dragging.has_value() ) {
return;
}
if ( m_selections->selected.has_value() ) {
m_layout->paintHex( paint, m_selections->selected.value(), fggl::gfx::colours::YELLOW, m_camera->getFocusLocation());
}
if ( m_selections->hover.has_value() ) {
m_layout->paintHex( paint, m_selections->hover.value(), fggl::gfx::colours::BLANCHED_ALMOND, m_camera->getFocusLocation());
}
}
void Scene::render(fggl::gfx::Graphics &gfx) {
// if the board is not set, abort
if ( m_board == nullptr ){
return;
}
// draw the grid
// FIXME don't hard-code the screen size
fggl::gfx::Paint paint;
drawGrid(paint);
drawSelections(paint);
gfx.draw2D(paint);
}
} // namespace demo::hexboard
\ 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 02/01/23.
//
#include "hexboard/camera.hpp"
#include "fggl/math/fmath.hpp"
#include <cmath>
namespace demo::hexboard {
void Camera2D::update(float delta) {
m_location = fggl::math::smooth_add( m_location, m_target, m_scale );
if ( m_trauma > 0 ) {
m_trauma = std::max( m_trauma - TRAUMA_DECAY, 0.0F );
}
}
}
\ No newline at end of file
......@@ -39,34 +39,39 @@
#include "fggl/data/assimp/module.hpp"
#include "fggl/assets/module.hpp"
#include "fggl/script/lua/module.hpp"
#include "fggl/assets/packed/module.hpp"
#if __has_include("fggl/script/lua/module.hpp")
#include "fggl/script/lua/module.hpp"
#endif
#include "GameScene.h"
#include "rollball.hpp"
#include "topdown.hpp"
#include "grid.hpp"
#include "models/viewer.hpp"
#include "hexboard/scene.hpp"
static void setup_menu(fggl::App& app) {
auto *menu = app.addState<fggl::scenes::BasicMenu>("menu");
// add some menu items for the game states
const std::array labels = {"terrain", "rollball", "Top Down", "Grid World", "Viewer"};
const std::array scenes = {"game", "rollball", "topdown", "gridworld", "viewer"};
const std::array labels = {"terrain", "rollball", "Top Down", "Grid World", "Viewer", "gridworld"};
const std::array scenes = {"game", "rollball", "topdown", "gridworld", "viewer", "hexboard"};
for (std::size_t i = 0; i < labels.size(); ++i) {
std::string sceneName = scenes.at(i);
menu->add(labels.at(i), [&app, sceneName]() {
auto* audio = app.service<fggl::audio::AudioService>();
audio->play("click.ogg", false);
audio->play("ui/click.ogg", false);
app.change_state(sceneName);
});
}
menu->add("quit", [&app]() {
auto* audio = app.service<fggl::audio::AudioService>();
audio->play("click.ogg", false);
//auto* audio = app.service<fggl::audio::AudioService>();
//audio->play("click.ogg", false);
app.running(false);
});
}
......@@ -82,8 +87,12 @@ int main(int argc, const char* argv[]) {
moduleManager.use<fggl::gfx::OpenGL4>();
moduleManager.use<fggl::display::GLFW>();
moduleManager.use<fggl::assets::AssetFolders>();
moduleManager.use<fggl::assets::PackedAssets>();
moduleManager.use<fggl::entity::ECS>();
moduleManager.use<fggl::script::Lua>();
#ifdef FGGL_HAS_LUA
moduleManager.use<fggl::script::Lua>();
#endif
// debug/testing use
moduleManager.use<fggl::data::AssimpLoader>();
......@@ -98,6 +107,16 @@ int main(int argc, const char* argv[]) {
// create the application
fggl::App app( &moduleManager, "fggl-demo" );
// force asset loading
{
auto* assetFinder = app.service<fggl::assets::CheckinAdapted>();
assetFinder->discover("core");
auto* assets = app.service<fggl::assets::AssetManager>();
auto* loader = app.service<fggl::assets::Loader>();
loader->load("ui/click.ogg", fggl::audio::ASSET_CLIP_SHORT, assets);
}
auto* windowing = app.service<fggl::display::WindowService>();
// make a window for our application
......@@ -113,6 +132,7 @@ int main(int argc, const char* argv[]) {
app.addState<demo::TopDown>("topdown");
app.addState<demo::GridScene>("gridworld");
app.addState<demo::Viewer>("viewer");
app.addState<demo::hexboard::Scene>("hexboard");
return app.run(argc, argv);
}
......@@ -28,16 +28,17 @@
#include "fggl/gfx/phong.hpp"
#include "fggl/gfx/camera.hpp"
#include "fggl/gfx/paint.hpp"
namespace demo {
static fggl::entity::EntityID build_model(fggl::entity::EntityManager& manager, fggl::assets::AssetManager *assets){
static fggl::entity::EntityID build_model(fggl::entity::EntityManager& manager, fggl::assets::AssetManager *assets, fggl::assets::AssetID assetRef){
auto model = manager.create();
manager.add<fggl::math::Transform>(model);
auto& mesh = manager.add<fggl::mesh::StaticMultiMesh3D>(model);
auto* meshData = assets->get<fggl::mesh::MultiMesh3D>("backpack/backpack.obj");
auto* meshData = assets->get<fggl::mesh::MultiMesh3D>( assetRef );
if ( meshData == nullptr ) {
fggl::debug::warning("loading model did not work!");
} else {
......@@ -45,7 +46,7 @@ namespace demo {
mesh.pipeline = "redbook/debug";
}
auto& material = manager.add<fggl::gfx::PhongMaterial>(model);
manager.add<fggl::gfx::PhongMaterial>(model);
return model;
}
......@@ -90,6 +91,17 @@ namespace demo {
cameraKeys.rotate_ccw = glfwGetKeyScancode(GLFW_KEY_E);
}
static void setup_lighting(fggl::entity::EntityManager& ecs) {
auto light = ecs.create();
ecs.add<fggl::math::Transform>(light);
auto& lightComp = ecs.add<fggl::gfx::DirectionalLight>(light);
lightComp.position = fggl::math::vec3( 10.0F, 5.0F, 0.0F );
lightComp.diffuse = fggl::gfx::colours::CORNSILK;
lightComp.ambient = fggl::gfx::colours::MIDNIGHT_BLUE;
lightComp.specular = fggl::gfx::colours::MIDNIGHT_BLUE;
}
Viewer::Viewer(fggl::App &app) : fggl::scenes::Game(app), m_model(fggl::entity::INVALID) {
}
......@@ -97,21 +109,25 @@ namespace demo {
void Viewer::activate() {
Game::activate();
// force load required data
auto *loader = owner().service<fggl::assets::Loader>();
auto *manager = owner().service<fggl::assets::AssetManager>();
auto* assetFinder = m_owner.service<fggl::assets::CheckinAdapted>();
assetFinder->discover("viewer");
loader->load("backpack/backpack.obj", fggl::data::models::ASSIMP_MODEL, manager);
// setup the assets we can select between
// TODO some form of introspection to automatically find declared/discovered assets of a given type
m_assets.clear();
m_assets.push_back( fggl::assets::make_asset_id_rt("viewer", "backpack/backpack.obj") );
m_assets.push_back( fggl::assets::make_asset_id_rt("viewer", "lowpoly_scifi/wallDoor_double.FBX") );
m_assets.push_back( fggl::assets::make_asset_id_rt("viewer", "lowpoly_scifi/wallDoor_double_end.FBX") );
m_assets.push_back( fggl::assets::make_asset_id_rt("viewer", "newell_teaset/teapot.obj") );
m_assets.push_back( fggl::assets::make_asset_id_rt("viewer", "humansanimatedpack/Paladin/Paladin.fbx") );
// create camera
setup_camera(world());
setup_lighting(world());
// setup model
m_model = build_model(world(), manager);
// asset loader
//loader->
m_model = fggl::entity::INVALID;
cycleAsset(0);
}
void Viewer::deactivate() {
......@@ -125,6 +141,25 @@ namespace demo {
if ( input().keyboard.pressed(glfwGetKeyScancode(GLFW_KEY_F2)) ) {
m_debug = !m_debug;
}
if ( input().keyboard.pressed(glfwGetKeyScancode(GLFW_KEY_F3)) ) {
// trigger the asset cycle
m_lastAsset = (m_lastAsset + 1) % m_assets.size();
cycleAsset(m_lastAsset);
}
}
void Viewer::cycleAsset(uint64_t /*idx*/) {
auto *loader = owner().service<fggl::assets::Loader>();
auto *manager = owner().service<fggl::assets::AssetManager>();
auto nextAsset = m_assets[ m_lastAsset ];
loader->loadChain(nextAsset, manager);
if ( m_model != fggl::entity::INVALID) {
world().destroy(m_model);
}
m_model = build_model(world(), manager, nextAsset);
}
void Viewer::render(fggl::gfx::Graphics &gfx) {
......
......@@ -46,7 +46,6 @@ namespace demo::robot {
}
void Timeline::renderInstructions(fggl::gfx::Paint& paint) {
const auto size = this->size();
const fggl::math::vec2f barExtents{16, 16};
for ( auto track=0U; track < m_tracks.size(); ++track) {
......
......@@ -48,7 +48,7 @@ static void setup_camera(fggl::entity::EntityManager& world) {
world.add<fggl::gfx::Camera>(prototype);
}
static fggl::entity::EntityID setup_environment(fggl::entity::EntityManager& world, fggl::entity::EntityFactory* factory, const fggl::math::vec2& size, demo::RollState& state) {
static fggl::entity::EntityID setup_environment(fggl::entity::EntityManager& world, fggl::entity::EntityFactory* /*factory*/, const fggl::math::vec2& /*size*/, demo::RollState& state) {
// ensure the state is clean
state.closestPickup = fggl::entity::INVALID;
state.mode = demo::DebugMode::NORMAL;
......@@ -81,14 +81,15 @@ namespace demo {
m_phys = physService->create(&world(), entFactory);
auto* scriptProvider = m_owner.service<fggl::script::ScriptProvider>();
m_scripts = scriptProvider->create();
m_scripts->setGlobal("state", this);
if ( scriptProvider != nullptr ) {
m_scripts = scriptProvider->create();
m_scripts->setGlobal("state", this);
}
// asset loader
auto* assetLoader = m_owner.service<fggl::assets::Loader>();
assetLoader->load("rollball.yml", fggl::entity::PROTOTYPE_ASSET, entFactory);
assetLoader->load("rollball.yml", fggl::entity::SCENE, this);
assetLoader->load("rollball.yml", fggl::entity::ENTITY_PROTOTYPE, entFactory);
assetLoader->loadChain( fggl::assets::make_asset_id_rt("core", "rollerball/rollball.yml"), this);
// collectable callbacks
/*auto* collectableCallbacks = world().get<fggl::phys::CollisionCallbacks>(prefabs.collectable);
......
......@@ -20,6 +20,8 @@
#include "fggl/data/storage.hpp"
#include "fggl/gfx/camera.hpp"
#include "fggl/gfx/phong.hpp"
#include "fggl/input/camera_input.hpp"
#include "fggl/entity/loader/loader.hpp"
......@@ -50,6 +52,17 @@ namespace demo {
cameraKeys.rotate_ccw = glfwGetKeyScancode(GLFW_KEY_E);
}
static void setup_lighting(fggl::entity::EntityManager& ecs) {
auto light = ecs.create();
ecs.add<fggl::math::Transform>(light);
auto& lightComp = ecs.add<fggl::gfx::DirectionalLight>(light);
lightComp.position = fggl::math::vec3( 10.0F, 5.0F, 0.0F );
lightComp.diffuse = fggl::gfx::colours::CORNSILK;
lightComp.ambient = fggl::gfx::colours::MIDNIGHT_BLUE;
lightComp.specular = fggl::gfx::colours::MIDNIGHT_BLUE;
}
static void place_cover_boxes(fggl::entity::EntityFactory* factory, fggl::entity::EntityManager& world) {
std::array<fggl::math::vec3,8> boxPos = {{
{-10.0F, 0.0F, -10.0F},
......@@ -91,6 +104,7 @@ namespace demo {
}
}
setup_lighting(world);
place_cover_boxes(factory, world);
}
......@@ -118,7 +132,7 @@ void TopDown::activate() {
fggl::debug::log(fggl::debug::Level::info, "TopDown::activate()");
auto* assetLoader = m_owner.service<fggl::assets::Loader>();
assetLoader->load("topdown.yml", fggl::entity::PROTOTYPE_ASSET);
assetLoader->load("topdown.yml", fggl::entity::ENTITY_PROTOTYPE);
auto* factory = m_owner.service<fggl::entity::EntityFactory>();
//fggl::ecs3::load_prototype_file(world(), *storage, "topdown.yml");
......
/*
* 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.
//
#ifndef FGGL_DEMO_INCLUDE_HEXBOARD_BOARD_HPP
#define FGGL_DEMO_INCLUDE_HEXBOARD_BOARD_HPP
#include <cstdint>
namespace demo::hexboard {
constexpr uint64_t NO_SELECTION{0};
struct SelectionModel {
uint64_t m_hover = NO_SELECTION;
};
} // namespace demo::hexboard
#endif //FGGL_DEMO_INCLUDE_HEXBOARD_BOARD_HPP
/*
* 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 02/01/23.
//
#ifndef FGGL_DEMO_INCLUDE_HEXBOARD_CAMERA_HPP
#define FGGL_DEMO_INCLUDE_HEXBOARD_CAMERA_HPP
#include "fggl/math/types.hpp"
namespace demo::hexboard {
constexpr float TRAUMA_DECAY = 0.01F;
constexpr float TRAUMA_LARGE = 0.5F;
constexpr float TRAUMA_SMALL = 0.1F;
constexpr float SPEED_SLOW = 0.01F;
constexpr float SPEED_MEDIUM = 0.1F;
constexpr float SPEED_FAST = 0.5F;
constexpr fggl::math::vec2 ndc_to_screen(fggl::math::vec2 ndcPos, fggl::math::vec2 screenSize) {
return fggl::math::vec2(
fggl::math::rescale_ndc(ndcPos.x, 0, screenSize.x),
fggl::math::rescale_ndc(ndcPos.y, 0, screenSize.y)
);
}
/**
* A 2D 'juiced' camera for grid worlds.
*
* This camera is based on HexBoard, and the GDC talk around this concept. Many of the ideas implemented here
* come from that source.
*
* @see https://www.youtube.com/watch?v=tu-Qe66AvtY
*/
class Camera2D {
public:
using Point = fggl::math::vec2;
/**
* Apply active camera effects.
*
* This method must be called once per frame of the camera's visual effects are to be animated.
*
* @param delta the amount of time that has passed
*/
void update(float delta);
inline fggl::math::vec2 unproject(fggl::math::vec2 screenPos) const {
auto location = screenPos;
location.x += 1920/2.0F;
location.y += 1080/2.0F;
return location + m_location;
// return screenPos + m_location;
}
inline fggl::math::vec2 project(fggl::math::vec2 worldPos) const {
return worldPos - m_location;
}
/**
* Move the camera to a new location.
*
* This will apply any movement effects the camera has applied to it. As a result movement to the location
* will not be instantaneous.
*
* @param newTarget the new target location
*/
inline void moveTo(Point newTarget) {
m_target = newTarget;
}
/**
* Move the camera by a defined amount.
*
* This will apply any movement effects the camera has applied to it. As a result movement to the location
* will not be instantaneous.
*
* @param delta the amount to add to the target, negative values will subject from the target location
*/
inline void moveBy(Point delta) {
m_target += delta;
}
/**
* Instantaneously move the camera to a new location.
*
* @param the new camera location
*/
inline void teleportTo(Point newTarget) {
m_location = newTarget;
m_target = newTarget;
}
/**
* Instantaneously adjust the camera location.
*
* @param delta the amount to adjust the camera location by
*/
inline void teleportBy(Point delta) {
m_location += delta;
m_target = m_location;
}
/**
* Get the current view offset of this camera.
*
* @return the current location this camera is pointing at
*/
inline Point getFocusLocation() const {
auto offset = m_location;
offset.x += 1920/2.0F;
offset.y += 1080/2.0F;
return -offset;
}
private:
Point m_location;
Point m_target;
float m_trauma;
float m_scale = SPEED_MEDIUM;
};
}
#endif //FGGL_DEMO_INCLUDE_HEXBOARD_CAMERA_HPP