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  • gamedev/fggl
  • onuralpsezer/fggl
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with 821 additions and 68 deletions
......@@ -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
......@@ -31,43 +31,47 @@
#include "fggl/entity/module.hpp"
#include "fggl/audio/openal/audio.hpp"
#include "fggl/gfx/atlas.hpp"
#include "fggl/display/glfw/window.hpp"
#include "fggl/gfx/ogl/compat.hpp"
#include "fggl/platform/paths.hpp"
#include "fggl/scenes/menu.hpp"
#include "fggl/modules/manager.hpp"
#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"};
const std::array scenes = {"game", "rollball", "topdown", "gridworld"};
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);
});
}
......@@ -83,8 +87,15 @@ 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>();
#ifdef FGGL_MODULE_BULLET
moduleManager.use<fggl::phys::Bullet3>();
......@@ -96,6 +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
......@@ -110,6 +131,8 @@ int main(int argc, const char* argv[]) {
app.addState<demo::RollBall>("rollball");
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);
}
/*
* 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 18/10/22.
//
#include "models/viewer.hpp"
#include "fggl/assets/module.hpp"
#include "fggl/data/assimp/module.hpp"
#include "fggl/mesh/mesh.hpp"
#include "fggl/mesh/components.hpp"
#include "fggl/input/camera_input.hpp"
#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, 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>( assetRef );
if ( meshData == nullptr ) {
fggl::debug::warning("loading model did not work!");
} else {
mesh.mesh = *meshData;
mesh.pipeline = "redbook/debug";
}
manager.add<fggl::gfx::PhongMaterial>(model);
return model;
}
static void process_camera(fggl::entity::EntityManager& ecs, const fggl::input::Input& input) {
auto cameras = ecs.find<fggl::gfx::Camera>();
auto cam = cameras[0];
auto camTransform = ecs.get<fggl::math::Transform>(cam);
auto camComp = ecs.get<fggl::gfx::Camera>(cam);
const glm::vec3 dir = ( camTransform.origin() - camComp.target );
const glm::vec3 forward = glm::normalize( dir );
// scroll wheel
glm::vec3 motion(0.0f);
float delta = input.mouse.axis( fggl::input::MouseAxis::SCROLL_Y );
if ( (glm::length( dir ) < 25.0f && delta < 0.0f) || (glm::length( dir ) > 2.5f && delta > 0.0f) )
motion -= (forward * delta);
camTransform.origin( camTransform.origin() + motion );
fggl::input::process_arcball(ecs, input, cam);
}
static void setup_camera(fggl::entity::EntityManager& world) {
auto prototype = world.create();
// setup camera position/transform
auto& transform = world.add<fggl::math::Transform>(prototype);
transform.origin(glm::vec3(10.0f, 3.0f, 10.0f));
// setup camera components
world.add<fggl::gfx::Camera>(prototype);
// interactive camera
auto& cameraKeys = world.add<fggl::input::FreeCamKeys>(prototype);
cameraKeys.forward = glfwGetKeyScancode(GLFW_KEY_W);
cameraKeys.backward = glfwGetKeyScancode(GLFW_KEY_S);
cameraKeys.left = glfwGetKeyScancode(GLFW_KEY_A);
cameraKeys.right = glfwGetKeyScancode(GLFW_KEY_D);
cameraKeys.rotate_cw = glfwGetKeyScancode(GLFW_KEY_Q);
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) {
}
void Viewer::activate() {
Game::activate();
auto* assetFinder = m_owner.service<fggl::assets::CheckinAdapted>();
assetFinder->discover("viewer");
// 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 = fggl::entity::INVALID;
cycleAsset(0);
}
void Viewer::deactivate() {
Game::deactivate();
}
void Viewer::update(float dt) {
Game::update(dt);
process_camera(world(), input());
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) {
Game::render(gfx);
gfx.drawScene(world(), m_debug);
}
}
......@@ -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
/*
* 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_SCENE_H
#define FGGL_DEMO_INCLUDE_HEXBOARD_SCENE_H
#include <memory>
#include <optional>
#include "fggl/scenes/game.hpp"
#include "fggl/grid/hexgrid.hpp"
#include "fggl/grid/layout.hpp"
#include "camera.hpp"
namespace demo::hexboard {
struct SelectionModel {
std::optional<fggl::grid::IntHex> selected;
std::optional<fggl::grid::IntHex> hover;
};
class Scene : public fggl::scenes::GameBase {
public:
explicit Scene(fggl::App& app);
void activate() override;
void deactivate() override;
void update(float delta) override;
void render(fggl::gfx::Graphics& gfx) override;
private:
std::unique_ptr<fggl::grid::HexGrid> m_board;
std::unique_ptr<fggl::grid::Layout> m_layout;
std::unique_ptr<SelectionModel> m_selections;
std::unique_ptr<Camera2D> m_camera;
fggl::math::vec2 m_screen;
std::optional<fggl::math::vec2> m_dragging;
void drawGrid(fggl::gfx::Paint&);
void drawSelections(fggl::gfx::Paint&);
};
} // namespace demo::hexboard
#endif //FGGL_DEMO_INCLUDE_HEXBOARD_SCENE_H
/*
* 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 18/10/22.
//
#ifndef FGGL_DEMO_INCLUDE_MODELS_VIEWER_HPP
#define FGGL_DEMO_INCLUDE_MODELS_VIEWER_HPP
#include "fggl/scenes/game.hpp"
#include "fggl/assets/types.hpp"
namespace demo {
class Viewer : public fggl::scenes::Game {
public:
explicit Viewer(fggl::App& app);
void activate() override;
void deactivate() override;
void update(float dt) override;
void render(fggl::gfx::Graphics& gfx) override;
private:
fggl::entity::EntityID m_model = fggl::entity::INVALID;
std::vector< fggl::assets::AssetID> m_assets;
uint64_t m_lastAsset = 0;
bool m_debug = false;
void cycleAsset(uint64_t asset);
};
}
#endif //FGGL_DEMO_INCLUDE_MODELS_VIEWER_HPP
......@@ -5,6 +5,8 @@ file(GLOB_RECURSE HEADER_LIST CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/include/fgg
# Should be shared linkage for legal reasons (LGPL)
add_library(fggl ${HEADER_LIST})
target_link_libraries(fggl PUBLIC entt)
# we need to tell people using the library about our headers
target_include_directories(fggl
PUBLIC
......@@ -34,6 +36,7 @@ endif ()
# the important stuff everything else uses
add_subdirectory(math)
add_subdirectory(util)
add_subdirectory(grid)
add_subdirectory(assets)
add_subdirectory(phys)
......@@ -53,27 +56,17 @@ target_sources(${PROJECT_NAME}
input/input.cpp
input/mouse.cpp
input/camera_input.cpp
)
gui/widget.cpp
gui/widgets.cpp
gui/containers.cpp
gui/fonts.cpp
)
# GUI support
add_subdirectory(gui)
# yaml-cpp for configs and storage
find_package(yaml-cpp)
target_link_libraries(fggl PUBLIC yaml-cpp)
# model loading
find_package(assimp CONFIG)
if (MSVC)
target_link_libraries(${PROJECT_NAME} PUBLIC assimp::assimp)
else ()
target_link_libraries(${PROJECT_NAME} PUBLIC assimp)
endif ()
find_package(Freetype)
target_link_libraries(${PROJECT_NAME} PUBLIC Freetype::Freetype)
add_subdirectory(data/assimp)
# Graphics backend
add_subdirectory(gfx)
......
......@@ -13,7 +13,6 @@
*/
#include <cstdlib>
#include <memory>
#include <spdlog/spdlog.h>
#include <fggl/app.hpp>
......@@ -29,7 +28,7 @@ namespace fggl {
m_states(),
m_subsystems(services) {}
int App::run(int argc, const char **argv) {
auto App::run(int /*argc*/, const char **/*argv*/) -> int {
auto *windowing = m_subsystems->get<display::WindowService>();
{
......
target_sources(fggl PRIVATE
module.cpp
)
\ No newline at end of file
types.cpp
packed/module.cpp
)
\ No newline at end of file
......@@ -20,10 +20,11 @@
namespace fggl::assets {
bool AssetFolders::factory(modules::ModuleService service, modules::Services &services) {
auto AssetFolders::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == Loader::service) {
auto storage = services.get<data::Storage>();
services.create<Loader>(storage);
auto *storage = services.get<data::Storage>();
auto *checkin = services.get<CheckinAdapted>();
services.create<Loader>(storage, checkin);
return true;
}
if (service == AssetManager::service) {
......
/*
* 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 20/08/22.
//
#include "fggl/assets/packed/module.hpp"
namespace fggl::assets {
auto PackedAssets::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == RawCheckin::service) {
services.create<RawCheckin>();
return true;
}
if (service == CheckinAdapted::service) {
auto* storage = services.get<data::Storage>();
auto* rawCheckin = services.get<RawCheckin>();
services.create<CheckinAdapted>(storage, rawCheckin);
return true;
}
return false;
}
} // namespace fggl::assets
\ No newline at end of file