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  • gamedev/fggl
  • onuralpsezer/fggl
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......@@ -63,7 +63,7 @@ namespace fggl::util {
}
StateType &active() const {
assertm(m_states.find(m_active) != m_states.end(), "active state does not exist!");
ASSERT_MSG(m_states.find(m_active) != m_states.end(), "active state does not exist!");
return *(m_states.at(m_active).get());
}
......
# Integration Modules
This adds support for 3rd party libraries to the engine. These can be included in projects
to expose modules which can then be used in your applications.
## Integrations Provided
The following integration modules are povided in this folder. For more information please see the readme for that module.
| Integration | Module Name | Description |
|-------------|-----------------------|----------------------------------------------------|
| Bullet | `fggl::phys::Bullet3` | Provides Bullet3 integration into the game engine. |
| Lua | `fggl::script::Lua` | Provides LUA scripting support for the engine |
Modules that cannot be included for legal reasons will be packaged independently of this repository.
\ No newline at end of file
target_include_directories( fggl
PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_LIST_DIR}/include>
$<INSTALL_INTERFACE:include>
)
add_library(fggl-lua)
find_package(Lua REQUIRED)
target_link_libraries(fggl-lua PUBLIC ${LUA_LIBRARIES})
target_include_directories(fggl-lua INTERFACE ${LUA_INCLUDE_DIR})
# Link to FGGL
target_link_libraries(fggl-lua PUBLIC fggl)
# sources and include directories
target_sources(fggl-lua
PRIVATE
src/engine.cpp
src/module.cpp
)
target_include_directories(fggl-lua
PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_LIST_DIR}/include>
$<INSTALL_INTERFACE:include>
)
/*
* 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 15/10/22.
//
#ifndef FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_ENGINE_HPP
#define FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_ENGINE_HPP
#include "fggl/script/engine.hpp"
#include "fggl/data/storage.hpp"
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
};
namespace fggl::script::lua {
class LuaScriptEngine : public ScriptEngine {
public:
LuaScriptEngine(data::Storage* storage);
virtual ~LuaScriptEngine();
void onActivate() override;
void onDeactivate() override;
void onUpdate() override;
void onEvent(const std::string& name) override;
// running scripts
bool run(const char* script) override;
bool load(const char* filename) override;
// variables
void setGlobal(const char* name, void* ptr) override;
private:
data::Storage* m_storage;
lua_State* m_state;
void release();
};
class LuaScriptProvider : public ScriptProvider {
public:
LuaScriptProvider(data::Storage* storage);
virtual ~LuaScriptProvider() = default;
LuaScriptEngine* create() override;
private:
data::Storage* m_storage;
};
}
#endif //FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_ENGINE_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 15/10/22.
//
#ifndef FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_MODULE_HPP
#define FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_MODULE_HPP
#define FGGL_HAS_LUA
#include "fggl/modules/module.hpp"
#include "fggl/entity/module.hpp"
#include "fggl/script/engine.hpp"
#include "fggl/data/module.hpp"
#include "fggl/assets/packed/adapter.hpp"
namespace fggl::script::lua {
constexpr auto MIME_LUA = assets::from_mime("text/lua");
constexpr auto SCRIPT_LUA = assets::make_asset_type("script/lua");
struct Lua {
constexpr static const char* name = "fggl::script::lua";
constexpr static const std::array<modules::ServiceName, 1> provides = {
script::ScriptProvider::service
};
constexpr static const std::array<modules::ServiceName, 2> depends = {
data::SERVICE_STORAGE,
assets::CheckinAdapted::service
};
static bool factory(modules::ServiceName name, modules::Services& serviceManager);
};
} // namespace fggl::script::lua
namespace fggl::script {
using Lua = lua::Lua;
} // namespace fggl::script
#endif //FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_MODULE_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 15/10/22.
//
#include "fggl/script/lua/engine.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/scenes/game.hpp"
#include "fggl/entity/loader/loader.hpp"
#include <cassert>
extern "C" {
int lua_switch_scene(lua_State *L) {
auto *scene = lua_tostring(L, -1);
auto *statePtr = (fggl::AppState *) (lua_topointer(L, -2));
statePtr->owner().change_state(scene);
return 0;
}
int lua_create_entity(lua_State *L) {
/*auto *prototype = lua_tostring(L, -1);
auto *statePtr = (fggl::scenes::Game*) (lua_topointer(L, -2));
auto *factory = statePtr->owner().service<fggl::entity::EntityFactory>();
//factory->create( statePtr->world(), , [](){} );
*/
return 0;
}
static void open_lua_fggl(lua_State *L) {
// switch scene
lua_pushcfunction(L, lua_switch_scene);
lua_setglobal(L, "switch_scene");
}
}
namespace fggl::script::lua {
LuaScriptProvider::LuaScriptProvider(data::Storage *storage) : m_storage(storage) {
}
LuaScriptEngine *LuaScriptProvider::create() {
return new LuaScriptEngine(m_storage);
}
LuaScriptEngine::LuaScriptEngine(data::Storage* storage) : m_state(luaL_newstate()), m_storage(storage) {
luaL_openlibs(m_state);
open_lua_fggl(m_state);
}
LuaScriptEngine::~LuaScriptEngine() {
release();
}
void LuaScriptEngine::release() {
if ( m_state != nullptr ) {
lua_close(m_state);
m_state = nullptr;
}
}
void LuaScriptEngine::onActivate() {
lua_getglobal(m_state, "print");
lua_pushstring(m_state, "LUA activate triggered");
lua_call(m_state, 1, 0);
}
void LuaScriptEngine::onDeactivate() {
lua_getglobal(m_state, "print");
lua_pushstring(m_state, "LUA deactivate triggered");
lua_call(m_state, 1, 0);
}
void LuaScriptEngine::onUpdate() {
lua_getglobal(m_state, "print");
lua_pushstring(m_state, "LUA update triggered");
lua_call(m_state, 1, 0);
}
void LuaScriptEngine::onEvent(const std::string &name) {
lua_getglobal(m_state, "print");
lua_pushstring(m_state, "LUA event triggered");
lua_call(m_state, 1, 0);
}
bool LuaScriptEngine::run(const char *script) {
auto result = luaL_dostring(m_state, script);
if ( !result ) {
fggl::debug::warning("lua error: {}", lua_tostring(m_state, -1));
}
return result;
}
bool LuaScriptEngine::load(const char *filename) {
assert( filename != nullptr);
auto path = m_storage->resolvePath(data::StorageType::Data, filename);
if ( !std::filesystem::exists(path) ) {
fggl::debug::warning("lua error: file does not exist: {}", path.c_str());
return false;
}
// load the file ( OK = 0 = false because reasons...)
auto result = !luaL_dofile(m_state, path.c_str());
if ( !result ) {
fggl::debug::warning("lua error: {}", lua_tostring(m_state, -1));
return false;
}
return true;
}
void LuaScriptEngine::setGlobal(const char *name, void *ptr) {
lua_pushlightuserdata(m_state, ptr);
lua_setglobal(m_state, name);
}
}
\ 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 15/10/22.
//
#include "fggl/script/lua/module.hpp"
#include "fggl/script/lua/engine.hpp"
namespace fggl::script::lua {
static assets::AssetTypeID is_lua(std::filesystem::path path) {
if ( path.extension() == ".lua" ) {
return SCRIPT_LUA;
}
return assets::INVALID_ASSET_TYPE;
}
bool Lua::factory(modules::ServiceName service, modules::Services &serviceManager) {
if ( service == ScriptProvider::service ) {
auto *storageService = serviceManager.get<data::Storage>();
serviceManager.bind<ScriptProvider,LuaScriptProvider>(storageService);
auto *assetPacker = serviceManager.get<assets::CheckinAdapted>();
assetPacker->setLoader(MIME_LUA, assets::NEEDS_CHECKIN, is_lua);
return true;
}
return false;
}
}
\ No newline at end of file
add_executable(fgpak)
target_link_libraries(fgpak fggl)
target_sources(fgpak
PRIVATE
src/main.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/>.
*/
/*
* 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 11/09/22.
//
#ifndef FGGL_TOOLS_PACK_SRC_BINARY_HPP
#define FGGL_TOOLS_PACK_SRC_BINARY_HPP
#include <cstdint>
#include <iostream>
#include <cstdio>
#include "fggl/data/model.hpp"
namespace fggl::data {
enum class ModelType {
OPENGL
};
struct ModelHeader {
unsigned long guid;
std::size_t size;
ModelType type;
};
void write_mesh(FILE* file, const Mesh& mesh) {
static_assert( std::is_standard_layout_v<Vertex> );
static_assert( std::is_standard_layout_v<Mesh::IndexType> );
// write vertex data
std::size_t vertexCount = mesh.vertexCount();
fwrite( &vertexCount, sizeof(vertexCount), 1, file );
fwrite( mesh.vertexList().data(), sizeof(Vertex), vertexCount, file );
std::size_t indexCount = mesh.indexCount();
fwrite( &indexCount, sizeof(indexCount), 1, file);
fwrite( mesh.indexList().data(), sizeof(Mesh::IndexType), indexCount, file);
}
void write_model(FILE* file, const ModelHeader& header, const Mesh& mesh) {
assert( header.type == ModelType::OPENGL );
fwrite( &header , sizeof(ModelHeader), 1, file);
write_mesh(file, mesh);
}
void read_mesh(FILE* fin, data::Mesh& mesh) {
static_assert( std::is_standard_layout_v<Vertex> );
static_assert( std::is_standard_layout_v<Mesh::IndexType> );
std::size_t readCount;
// vertex data
std::size_t vertexCount = 0;
readCount = fread( &vertexCount, sizeof(vertexCount), 1, fin );
assert(ferror(fin) == 0);
if (readCount != 1) {
std::cerr << "failed to read vertex count" << std::endl;
return;
}
// push vertex data into mesh
auto* vertexData = new data::Vertex[vertexCount];
readCount = fread( vertexData, sizeof(Vertex), vertexCount, fin );
assert(ferror(fin) == 0);
if ( readCount != vertexCount ) {
std::cerr << "failed to read vertex data" << std::endl;
return;
}
for ( std::size_t i = 0; i < vertexCount; ++i) {
mesh.pushVertex(vertexData[i]);
}
delete[] vertexData;
// read index size
std::size_t indexCount = 0;
readCount = fread( &indexCount, sizeof(indexCount), 1, fin);
assert(ferror(fin) == 0);
if (readCount != 1 ) {
std::cerr << "failed to read index count" << std::endl;
return;
}
// read index data
auto* idxData = new Mesh::IndexType[indexCount];
readCount = fread( idxData, sizeof(Mesh::IndexType), indexCount, fin);
assert(ferror(fin) == 0);
if (readCount != indexCount) {
std::cerr << "failed to read index data, expected: " << indexCount << ", got: " << readCount << std::endl;
return;
}
for (int i=0; i < indexCount; ++i) {
mesh.pushIndex( idxData[i] );
}
delete[] idxData;
}
void read_model(FILE* file, ModelHeader& header, Mesh& mesh) {
fread( &header, sizeof(ModelHeader), 1, file);
if ( header.type == ModelType::OPENGL ) {
read_mesh(file, mesh);
}
}
}
#endif //FGGL_TOOLS_PACK_SRC_BINARY_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 11/09/22.
//
#include <cstdlib>
#include <iostream>
#include <fstream>
#include <filesystem>
#include <map>
#include <yaml-cpp/yaml.h>
#include "fggl/data/model.hpp"
#include "fggl/data/procedural.hpp"
#include "fggl/entity/loader/loader.hpp"
#include "binary.hpp"
constexpr const char* YAML_PREFAB = "prefabs";
constexpr const char* YAML_COMPONENT = "components";
constexpr uint32_t DEFAULT_STACKS = 16;
constexpr uint32_t DEFAULT_SLICES = 16;
constexpr const char *SHAPE_SPHERE{"sphere"};
constexpr const char *SHAPE_BOX{"box"};
namespace fggl {
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);
}
}
static void process_mesh(const YAML::Node& spec, fggl::data::Mesh& mesh) {
// process shape structure
if (spec["shape"].IsSequence()) {
for (const auto &node : spec["shape"]) {
process_shape(node, mesh);
}
} else {
process_shape(spec["shape"], mesh);
}
mesh.removeDups();
}
}
void write_comp_static_model(FILE* fout, const YAML::Node& config) {
// calculate mesh
fggl::data::Mesh mesh;
fggl::process_mesh( config, mesh);
// calculate correct name
auto meshName = config["shape_id"];
auto meshNameStr = meshName.as<std::string>();
auto meshGuid = fggl::util::make_guid_rt(meshNameStr);
// header data
fggl::data::ModelHeader header{
.guid = meshGuid.get(),
.type = fggl::data::ModelType::OPENGL,
};
// write the mesh to disk
fggl::data::write_model( fout, header, mesh );
}
int main(int argc, char* argv[]) {
auto* packName = argv[1];
std::cout << "generating " << packName << std::endl;
std::map< fggl::util::GUID, std::string > guids;
// rollball
auto rollPath = std::filesystem::current_path() / "rollball.yml";
std::cout << rollPath << std::endl;
YAML::Node root = YAML::LoadFile(rollPath);
if ( !root ){
return EXIT_FAILURE;
}
//std::cout << root[ YAML_PREFAB ] << std::endl;
std::map<std::string, std::function<void(FILE* fout, const YAML::Node&)>> converters;
converters["StaticMesh"] = write_comp_static_model;
std::string meshFile = "rollball_models.bin";
FILE* fout = fopen(meshFile.c_str(), "w");
// pack prefabs
for (const auto& prefab : root[YAML_PREFAB]) {
// name
auto name = prefab["name"].as<std::string>();
auto nameRef = fggl::util::make_guid(name.c_str());
guids[nameRef] = name;
std::cout << name << std::endl;
// parent
//auto parentName = prefab["parent"].as<std::string>();
//auto parentGuid = fggl::util::make_guid(parentName.c_str());
// components
for( const auto& key : prefab[YAML_COMPONENT] ) {
auto compStr = key.first.as<std::string>();
auto compGuid = fggl::util::make_guid_rt(compStr);
guids[compGuid] = compStr;
// figure out the type
auto compWrite = converters.find(compStr);
if ( compWrite != converters.end()) {
compWrite->second(fout, key.second);
}
}
}
fclose(fout);
// guid table
std::cerr << "GUID Table" << std::endl;
std::cerr << "guid,str" << std::endl;
for (auto& [guid,str] : guids) {
std::cerr << guid.get() << "," << str << std::endl;
}
return EXIT_SUCCESS;
}
\ No newline at end of file
# Vendor Libraries
This folder contains 3rd party code we need to ship with our build.
Compile-time only dependencies, or dependencies which can be included using cmake directly will not be included within this folder.
| Library | Purpose | Licence |
|------------|--------------------------------------------------|---------|
| GLAD | Allow loading of OpenGL libraries and extentions | MIT |
| Dear IMGUI | Debugging UI/Editor windows | MIT |
\ No newline at end of file
add_library( entt INTERFACE )
target_include_directories( entt
INTERFACE
$<BUILD_INTERFACE:${CMAKE_CURRENT_LIST_DIR}/include>
$<INSTALL_INTERFACE:include>
)
install(
FILES
include/fggl/vendor/entt.hpp
DESTINATION
${CMAKE_INSTALL_INCLUDEDIR}/fggl/vendor/entt.hpp
)
install(TARGETS entt
EXPORT fgglTargets
DESTINATION
${CMAKE_INSTALL_LIBDIR}/fggl/entt
)
......@@ -12,11 +12,10 @@ target_sources( fggl-glad
debug/glad.c
)
# FIXME should be a cleaner way to do this...
install(
FILES
public/glad/glad.h
debug/include/glad/glad.h
DESTINATION
${CMAKE_INSTALL_INCLUDEDIR}/fggl/glad
)
......
......@@ -23,5 +23,5 @@ include(GNUInstallDirs)
install(TARGETS imgui
EXPORT fgglTargets
PUBLIC_HEADER
DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/fggl/imgui
DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/fggl/imgui
)
\ No newline at end of file