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  • gamedev/fggl
  • onuralpsezer/fggl
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with 1235 additions and 176 deletions
......@@ -4,21 +4,28 @@
*/
#version 330 core
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec3 VertexColour;
layout (location = 3) in vec2 VertexTex;
uniform mat4 MVPMatrix;
uniform mat4 MVMatrix;
uniform mat3 NormalMatrix;
out vec4 Position;
out vec3 Normal;
out vec4 Colour;
out Vertex {
vec3 Position;
vec3 Normal;
vec3 Colour;
vec2 TexPos;
};
void main() {
Colour = vec4(0.5, 0.5, 0.5, 1.0f);
Normal = NormalMatrix * VertexNormal;
Position = MVMatrix * vec4(VertexPosition, 1);
Colour = VertexColour;
Normal = mat3(transpose(inverse(MVMatrix))) * VertexNormal;
TexPos = VertexTex;
Position = vec3(MVMatrix * vec4(VertexPosition, 1));
gl_Position = MVPMatrix * vec4(VertexPosition, 1);
}
\ No newline at end of file
print("File has been loaded!")
-- when the scene loads, switch to topdown to show state integration
--switch_scene(state, "topdown");
\ No newline at end of file
---
prefabs:
- name: "environment"
- name: "rb_environment"
components:
gfx::material:
ambient: [0.0215, 0.1754, 0.0215]
diffuse: [1, 1, 1]
specular: [0.0633, 0.727811, 0.633]
shininess: 16
- name: "wallX"
parent: "environment"
- name: "rb_wallX"
parent: "rb_environment"
components:
Transform:
StaticMesh:
pipeline: redbook/debug
shape_id: "mesh_rb_wall_x"
shape:
type: box
scale: [1.0, 5.0, 41]
......@@ -22,12 +23,13 @@ prefabs:
type: box
extents: [0.5, 2.5, 20.5]
# Wall Z shorter to avoid z-fighting
- name: "wallZ"
parent: "environment"
- name: "rb_wallZ"
parent: "rb_environment"
components:
Transform:
StaticMesh:
pipeline: redbook/debug
shape_id: "mesh_rb_wall_z"
shape:
type: box
scale: [39, 5, 1]
......@@ -36,12 +38,13 @@ prefabs:
shape:
type: box
extents: [ 19.5, 2.5, 0.5 ]
- name: "floor"
parent: "environment"
- name: "rb_floor"
parent: "rb_environment"
components:
Transform:
StaticMesh:
pipeline: redbook/debug
shape_id: "mesh_rb_floor"
shape:
type: box # we don't (currently) support planes...
scale: [39, 0.5, 39]
......@@ -50,11 +53,12 @@ prefabs:
shape:
type: box # we don't (currently) support planes...
extents: [19.5, 0.25, 19.5]
- name: player
- name: rb_player
components:
Transform:
StaticMesh:
pipeline: redbook/debug
shape_id: "mesh_rb_player"
shape:
type: sphere
gfx::material:
......@@ -66,11 +70,14 @@ prefabs:
shape:
type: sphere
radius: 1
- name: collectable
- name: rb_collectable
tags:
- "collectable"
components:
Transform:
StaticMesh:
pipeline: redbook/debug
shape_id: "mesh_rb_collect"
shape:
type: box
gfx::material:
......@@ -81,4 +88,47 @@ prefabs:
phys::Body:
type: kinematic
shape:
type: box
\ No newline at end of file
type: box
- name: rb_light
components:
Transform:
gfx::phong::directional:
direction: [10, 5, 0]
scene:
- prefab: rb_wallX
components:
Transform:
origin: [20, 0, 0]
- prefab: rb_wallX
components:
Transform:
origin: [-20, 0, 0]
- prefab: rb_wallZ
components:
Transform:
origin: [0, 0, -20]
- prefab: rb_wallZ
components:
Transform:
origin: [0, 0, 20]
- prefab: rb_floor
components:
Transform:
origin: [0, -2.5, 0]
- prefab: rb_collectable
components:
Transform:
origin: [-5, -0.5, 12]
- prefab: rb_collectable
components:
Transform:
origin: [15, -0.5, 0.5]
- prefab: rb_collectable
components:
Transform:
origin: [6, -0.5, -15]
- prefab: rb_player
name: "player"
- prefab: rb_light
scripts:
- "rollball.lua"
\ No newline at end of file
......@@ -5,6 +5,7 @@ prefabs:
Transform:
StaticMesh:
pipeline: redbook/debug
shape_id: td_wall_x
shape:
type: box
scale: [1.0, 5.0, 41]
......@@ -24,6 +25,7 @@ prefabs:
Transform:
StaticMesh:
pipeline: redbook/debug
shape_id: td_wall_y
shape:
type: box
scale: [39, 5, 1]
......@@ -42,6 +44,7 @@ prefabs:
Transform:
StaticMesh:
pipeline: redbook/debug
shape_id: td_floor
shape:
type: box # we don't (currently) support planes...
scale: [39, 0.5, 39]
......@@ -60,6 +63,7 @@ prefabs:
Transform:
StaticMesh:
pipeline: redbook/lighting
shape_id: td_player
shape:
type: sphere
gfx::material:
......@@ -76,6 +80,7 @@ prefabs:
Transform:
StaticMesh:
pipeline: redbook/lighting
shape_id: td_collect
shape:
type: box
gfx::material:
......
......@@ -24,10 +24,15 @@
#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::guid_to_string(prototype));
#endif
auto obj = factory->create(prototype, world);
auto& result = world.get<fggl::math::Transform>(obj);
......@@ -104,13 +109,13 @@ static fggl::entity::EntityID setupTerrain(fggl::entity::EntityManager& world) {
terrainData.setValue(x, z, (float)noise);
}
}
world.add<fggl::data::HeightMap>(terrain, terrainData);
// world.set<fggl::data::HeightMap>(terrain, &terrainData);
}
return terrain;
}
static fggl::entity::EntityID setupEnvironment(fggl::entity::EntityManager& world) {
static fggl::entity::EntityID setup_environment(fggl::entity::EntityManager& world) {
setupCamera(world);
return setupTerrain(world);
}
......@@ -120,15 +125,12 @@ static auto BUNKER_PROTOTYPE = "bunker"_fid;
static void setupBunkerPrototype(fggl::entity::EntityFactory* factory) {
{
auto bunkerSpec = fggl::entity::EntitySpec{};
bunkerSpec.components[fggl::util::make_guid("transform")] = {};
fggl::entity::ComponentSpec procMesh{};
procMesh.set<std::string>("shader", "phong");
bunkerSpec.addComp(fggl::math::Transform::guid, {});
// mesh
int nSections = 2;
fggl::mesh::MultiMesh3D mesh;
fggl::data::Mesh mesh;
for (int j=-(nSections/2); j<=nSections/2; j++) {
const auto shapeOffset = glm::vec3( 0.0f, 0.5f, (float)j * 1.0f );
......@@ -140,15 +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();
procMesh.set<std::vector<fggl::data::Vertex>>("vertexData", mesh.vertexList());
procMesh.set<std::vector<unsigned int>>("indexData", mesh.indexList());
bunkerSpec.components[fggl::util::make_guid("procedural_mesh")] = procMesh;
// 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 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 : submesh.indices) {
indexData.push_back(index);
}
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);
}
......@@ -159,7 +187,7 @@ void GameScene::setup() {
auto* entityFactory = m_owner.service<fggl::entity::EntityFactory>();
auto terrain = setupEnvironment(world());
auto terrain = setup_environment(world());
setupBunkerPrototype(entityFactory);
// create building prototype
......
......@@ -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 {
......@@ -28,10 +31,9 @@ namespace demo {
using namespace fggl::entity::grid;
static void build_tileset(TileSet& tiles) {
fggl::entity::grid::FloorTile empty{fggl::entity::grid::FloorTile::IMPOSSIBLE, BLACK};
fggl::entity::grid::FloorTile ground{1, GREEN};
tiles.m_floors.push_back(empty);
tiles.m_floors.push_back(ground);
tiles.m_floors.push_back(FloorTile{FloorTile::IMPOSSIBLE, BLACK});
tiles.m_floors.push_back(FloorTile{1, GREEN});
tiles.m_floors.push_back(FloorTile{1, YELLOW_GREEN});
fggl::entity::grid::WallTile noWall{};
tiles.m_walls.push_back(noWall);
......@@ -74,7 +76,7 @@ namespace demo {
}
}
static void build_test_env(DemoGrid* area) {
static fggl::entity::EntityID build_test_env(DemoGrid* area, LevelRules& rules) {
area->clear();
build_room(area, {5, 5}, {4,4});
build_room(area, {11, 5}, {1,1});
......@@ -82,20 +84,92 @@ namespace demo {
build_doorway(area, {10, 5}, false, 1);
build_doorway(area, {13, 5}, false, 1);
build_room(area, {25, 5}, {3,3});
// set goal
area->setFloorAt(17, 5, 2);
// level rules
rules.startingPower = 20;
rules.startingPos = {5, 5};
rules.startingDirection = 1;
// player
fggl::entity::EntityID player = fggl::entity::INVALID;
auto& manager = area->entities();
{
auto player = manager.create();
auto& cellPos = manager.add<CellPos>(player);
cellPos.pos = {5,5};
cellPos.direction = 1;
player = manager.create();
manager.add<CellPos>(player);
manager.add<RobotState>(player);
}
return player;
}
GridScene::GridScene(fggl::App &app) : GameBase(app), m_tiles(), m_animator(15.0F), m_grid(nullptr) {
struct Action {
const char* name;
std::function<void(void)> callback;
};
GridScene::GridScene(fggl::App &app) : GameBase(app), m_tiles(), m_animator(15.0F), m_grid(nullptr), m_canvas() {
m_animator.add([this](){this->tickPlayer();});
auto btnGrid = std::make_unique<fggl::gui::GridBox>(0, 2);
std::array<Action, 4> actions{{
{"<", [this]() { this->rotate(true); }},
{">", [this]() { this->rotate(false); }},
{"^", [this]() { this->forward(); }},
{"Z", [this]() { } }
}};
fggl::math::vec2i pos{0, 0};
for (auto& action : actions) {
fggl::math::vec2i size{32, 32};
auto btn = std::make_unique<fggl::gui::Button>(pos, size);
btn->label(action.name);
btn->addCallback([=, this](){
this->m_program.m_instructions.push_back({action.name, action.callback});
});
btnGrid->add(std::move(btn));
}
// control buttons
{
fggl::math::vec2i size{64, 32};
auto btn = std::make_unique<fggl::gui::Button>(pos, size);
btn->label("go");
btn->addCallback([this](){
if ( !this->m_program.playing ) {
resetPuzzle();
this->m_program.m_currInstruction = 0;
this->m_program.playing = true;
}
});
btnGrid->add(std::move(btn));
}
{
fggl::math::vec2i size{64, 64};
auto btn = std::make_unique<fggl::gui::Button>(pos, size);
btn->label("Del");
btn->addCallback([this](){
if ( !this->m_program.playing ) {
if ( !m_program.m_instructions.empty() ) {
m_program.m_instructions.pop_back();
}
}
});
btnGrid->add(std::move(btn));
}
btnGrid->layout();
m_canvas.add(std::move(btnGrid));
// create a timeline panel
std::unique_ptr<robot::Timeline> timeline = std::make_unique<robot::Timeline>(m_program);
timeline->size({50,700}, {250, 250});
m_canvas.add(std::move(timeline));
m_canvas.layout();
}
void GridScene::activate() {
......@@ -107,25 +181,24 @@ namespace demo {
// fake loading the tileset
if ( m_tiles.m_floors.empty() ) {
build_tileset(m_tiles);
//auto* assetLoader = m_owner.service<fggl::assets::Loader>();
//assetLoader->load("tileset_base.yml", ASSET_TILESET);
}
// create the grid world
m_grid = std::make_unique<DemoGrid>(m_tiles);
build_test_env(m_grid.get());
m_player = build_test_env(m_grid.get(), m_levelRules);
resetPuzzle();
}
void GridScene::deactivate() {
m_grid = nullptr;
}
constexpr float DRAW_SIZE = 64.0F;
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};
......@@ -153,6 +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);
}
......@@ -177,72 +279,88 @@ namespace demo {
}
}
static void update_canvas(fggl::input::Input& inputs, fggl::gui::Container& canvas) {
fggl::math::vec2f cursorPos {
inputs.mouse.axis(fggl::input::MouseAxis::X),
inputs.mouse.axis(fggl::input::MouseAxis::Y)
};
// in canvas space
fggl::math::vec2 projected {
fggl::math::rescale_ndc(cursorPos.x, 0, 1920.f),
fggl::math::rescale_ndc(cursorPos.y, 0, 1080.0f)
};
canvas.onMouseOver(projected);
// detect clicks
if (inputs.mouse.pressed(fggl::input::MouseButton::LEFT)) {
auto* widget = canvas.getChildAt(projected);
if (widget != nullptr) {
fggl::debug::info("Button clicked");
widget->activate();
}
}
}
void GridScene::update(float deltaTime) {
GameBase::update(deltaTime);
m_animator.update(deltaTime);
m_canvas.update(deltaTime);
update_canvas(input(), m_canvas);
}
void GridScene::tickPlayer() {
auto &manager = m_grid->entities();
auto entities = manager.find<CellPos>();
for (const auto &entity : entities) {
auto &pos = manager.get<CellPos>(entity);
pos.direction = (pos.direction + 1) % 4;
if ( !m_program.playing ){
return;
}
}
//float progress = 0.0f;
void GridScene::render(fggl::gfx::Graphics &gfx) {
fggl::gfx::Paint paint;
render_grid(paint, *m_grid);
render_objects(paint, *m_grid);
/*
// draw test shapes to check grid alignment
for (int sides = 3; sides <= 25; ++sides) {
auto hexTest = fggl::gfx::make_shape(fggl::math::vec2{sides, 5} * DRAW_SIZE, DRAW_HALF, sides, {1.0F - (sides / 25.0F), 0.0f, sides / 25.0f});
paint.fill(hexTest);
}
if ( m_program.m_currInstruction < m_program.m_instructions.size() ) {
auto& robotState = m_grid->entities().get<RobotState>(m_player);
if (robotState.power == 0) {
// a looser is you
resetPuzzle();
return;
}
// draw with edges
for (int sides = 3; sides <= 25; ++sides) {
auto hexTest = fggl::gfx::make_shape(fggl::math::vec2{sides, 6} * DRAW_SIZE, DRAW_HALF, sides, {1.0F - (sides / 25.0F), 0.0f, sides / 25.0f});
paint.stroke(hexTest);
robotState.power--;
m_program.step();
} else {
m_program.stop();
checkVictory();
}
}
// draw test arcs
for (int sides = 0; sides < 12; ++sides) {
float endAngle = progress * (M_PI * 2);
float startAngle = sides/12.0F * (M_PI * 2);
float endAngle2 = endAngle + startAngle;
auto hexTest = fggl::gfx::make_arc(fggl::math::vec2{sides + 3, 7} * DRAW_SIZE, DRAW_HALF, startAngle, endAngle2, fggl::gfx::colours::CYAN);
paint.fill(hexTest);
}
void GridScene::resetPuzzle() {
// reset instruction panel
m_program.stop();
// draw sweep
for (int sides = 2; sides <= 25; ++sides){
float angle = progress * (M_PI * 2);
float sliceSize = 1 / (float)sides * (M_PI * 2);
// reset robot state
auto& robotPos = m_grid->entities().get<CellPos>(m_player);
auto& robotState = m_grid->entities().get<RobotState>(m_player);
float startAngle = angle;
float endAngle = startAngle + sliceSize;
robotPos.pos = m_levelRules.startingPos;
robotPos.direction = m_levelRules.startingDirection;
robotState.power = m_levelRules.startingPower;
}
auto hexTest = fggl::gfx::make_arc(fggl::math::vec2{sides + 3, 8} * DRAW_SIZE,
DRAW_HALF,
startAngle,
endAngle,
fggl::gfx::colours::CYAN);
paint.fill(hexTest);
void GridScene::checkVictory() {
if ( !m_program.playing ) {
auto& botPos = m_grid->entities().get<CellPos>(m_player).pos;
auto gridCell = m_grid->floorAt(botPos.x, botPos.y);
if ( gridCell.colour == YELLOW_GREEN ) {
// a winner is you!
returnToMenu();
}
}
}
void GridScene::render(fggl::gfx::Graphics &gfx) {
fggl::gfx::Paint paint;
render_grid(paint, *m_grid, owner());
render_objects(paint, *m_grid);
progress += 0.01F;
if ( progress > 1.0F) {
progress = 0.0F;
}*/
m_canvas.render(paint);
gfx.draw2D(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
......@@ -31,42 +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/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);
});
}
......@@ -82,7 +87,16 @@ 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>();
#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>();
#else
......@@ -93,6 +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
......@@ -101,19 +125,14 @@ int main(int argc, const char* argv[]) {
window->setFullscreen( true );
app.setWindow(window);
// load a bunch of modules to provide game functionality
//app.use<fggl::ecs3::ecsTypes>();
/*app.use<fggl::gfx::SceneUtils>();
#ifdef FGGL_MODULE_BULLET
app.use<FGGL_MODULE_BULLET>();
#endif*/
// our test states
setup_menu(app);
app.addState<GameScene>("game");
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);
}
}
/*
* 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 04/09/22.
//
#include "robot/programmer.hpp"
namespace demo::robot {
Timeline::Timeline(Program& program) {
m_tracks.push_back(std::ref(program));
}
void Timeline::update(float deltaTime) {
auto currSize = size();
float trackHeight = m_tracks.size() * 32.0F;
std::size_t widestTrack = 0;
for ( auto& track : m_tracks ) {
widestTrack = std::max(widestTrack, track.get().size());
}
float instructionWidth = 32 * widestTrack;
if ( currSize.x < instructionWidth || currSize.y < trackHeight ) {
size( topLeft(), {instructionWidth, trackHeight} );
}
}
void Timeline::render(fggl::gfx::Paint &paint) {
fggl::gui::Panel::render(paint);
renderInstructions(paint);
}
void Timeline::renderInstructions(fggl::gfx::Paint& paint) {
const fggl::math::vec2f barExtents{16, 16};
for ( auto track=0U; track < m_tracks.size(); ++track) {
auto& trackRef = m_tracks[track].get();
for (auto i = 0U; i < trackRef.size(); ++i) {
auto barCenter = this->topLeft();
barCenter.x += (i * (barExtents.x * 2) ) + barExtents.x;
barCenter.y += (track * barExtents.y * 2) + barExtents.y;
// bar background
auto colour = fggl::gfx::colours::LIGHT_GRAY;
auto textColour = fggl::gfx::colours::DARK_SLATE_GRAY;
if (i % 2 == 0) {
colour = fggl::gfx::colours::WHITE;
}
if (i == trackRef.m_currInstruction && trackRef.playing) {
colour = fggl::gfx::colours::MIDNIGHT_BLUE;
textColour = fggl::gfx::colours::LIGHT_GRAY;
}
auto rect = fggl::gfx::make_rect(barCenter, barExtents, colour);
paint.fill(rect);
// bar instruction
auto& instruction = trackRef.m_instructions[i];
paint.text(instruction.name, barCenter, textColour);
}
}
}
}
......@@ -31,11 +31,11 @@
#include <array>
static const fggl::util::GUID playerPrefab = "player"_fid;
static const fggl::util::GUID collectablePrefab = "collectable"_fid;
static const fggl::util::GUID WallNPrefab = "wallX"_fid;
static const fggl::util::GUID WallEPrefab = "wallZ"_fid;
static const fggl::util::GUID floorPrefab = "floor"_fid;
static const fggl::util::GUID playerPrefab = "rb_player"_fid;
static const fggl::util::GUID collectablePrefab = "rb_collectable"_fid;
static const fggl::util::GUID WallNPrefab = "rb_wallX"_fid;
static const fggl::util::GUID WallEPrefab = "rb_wallZ"_fid;
static const fggl::util::GUID floorPrefab = "rb_floor"_fid;
static void setup_camera(fggl::entity::EntityManager& world) {
auto prototype = world.create();
......@@ -48,58 +48,13 @@ 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) {
factory->create(WallNPrefab, world, [size](auto& manager, const auto& entity) {
auto& transform = manager.template get<fggl::math::Transform>(entity);
transform.origin({size.x/2, 0.0F, 0.0F});
});
factory->create(WallNPrefab, world, [size](auto& manager, const auto& entity) {
auto& transform = manager.template get<fggl::math::Transform>(entity);
transform.origin({-size.x/2, 0.0F, 0.0F});
});
factory->create(WallEPrefab, world, [size](auto& manager, const auto& entity) {
auto& transform = manager.template get<fggl::math::Transform>(entity);
transform.origin({0.0F, 0.0F, -size.y/2});
});
factory->create(WallEPrefab, world, [size](auto& manager, const auto& entity) {
auto& transform = manager.template get<fggl::math::Transform>(entity);
transform.origin({0.0F, 0.0F, size.y/2});
});
factory->create(floorPrefab, world, [](auto& manager, const auto& entity) {
auto& transform = manager.template get<fggl::math::Transform>(entity);
transform.origin({0.0F, -2.5F, 0.0F});
});
// the player requires no special setup
state.player = factory->create(playerPrefab, world);
{
// collectables
std::array<fggl::math::vec3, 3> collectPos {{
{-5.0f, -0.5f, 12.0f},
{15.0f, -0.5f, 0.5f},
{6.0f, -0.5f, -15.0f}
}};
// build the collectables
int collectCount = 0;
for (auto& pos : collectPos) {
auto collectable = factory->create(collectablePrefab, world, [pos](auto& manager, const auto& entity) {
auto& transform = manager.template get<fggl::math::Transform>(entity);
transform.origin(pos);
});
state.collectables[collectCount++] = collectable;
}
}
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;
state.time = 0.0F;
state.player = world.findByName("player");
state.collectables = world.findByTag("collectable");
return state.player;
}
......@@ -125,8 +80,16 @@ namespace demo {
auto* entFactory = m_owner.service<fggl::entity::EntityFactory>();
m_phys = physService->create(&world(), entFactory);
auto* scriptProvider = m_owner.service<fggl::script::ScriptProvider>();
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);
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);
......@@ -145,9 +108,20 @@ namespace demo {
// create a 20x20 grid
setup_environment(world(), m_owner.service<fggl::entity::EntityFactory>(), WORLD_SIZE, state);
// activate scripts
if ( m_scripts != nullptr ) {
m_scripts->onActivate();
m_scripts->load("rollball.lua");
}
}
void RollBall::deactivate() {
// deactivate scripts
if ( m_scripts != nullptr ) {
m_scripts->onActivate();
}
// we need to clean up physics
if ( m_phys != nullptr ) {
delete m_phys;
......@@ -235,6 +209,11 @@ namespace demo {
spinCubes(world, deltaTime);
state.time += deltaTime;
}
// tick scripts
if ( m_scripts != nullptr ) {
m_scripts->onUpdate();
}
}
void RollBall::closestPickup(fggl::entity::EntityManager &world) {
......
......@@ -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");
......
......@@ -22,16 +22,21 @@
#include <memory>
#include "fggl/scenes/game.hpp"
#include "fggl/animation/animator.hpp"
#include "fggl/entity/gridworld/zone.hpp"
#include "fggl/animation/animator.hpp"
#include "fggl/gui/gui.hpp"
#include "robot/programmer.hpp"
namespace demo {
constexpr int GRID_SIZE = 255;
using DemoGrid = fggl::entity::grid::Area2D<GRID_SIZE, GRID_SIZE>;
struct Sprite {
struct LevelRules {
fggl::math::vec2i startingPos;
uint32_t startingDirection;
uint32_t startingPower;
};
struct CellPos {
......@@ -42,6 +47,10 @@ namespace demo {
float rotationOffset{0.0F};
};
struct RobotState {
uint32_t power = 64;
};
class GridScene : public fggl::scenes::GameBase {
public:
explicit GridScene(fggl::App& app);
......@@ -51,11 +60,49 @@ namespace demo {
void update(float dt) override;
void render(fggl::gfx::Graphics& gfx) override;
private:
// level
LevelRules m_levelRules;
fggl::entity::grid::TileSet m_tiles;
fggl::animation::FrameAnimator m_animator;
std::unique_ptr<DemoGrid> m_grid;
// control
fggl::entity::EntityID m_player = fggl::entity::INVALID;
robot::Program m_program;
// UI
fggl::gui::Container m_canvas;
fggl::animation::FrameAnimator m_animator;
void resetPuzzle();
void tickPlayer();
void checkVictory();
inline void forward() {
auto& cell = m_grid->entities().get<CellPos>(m_player);
fggl::math::vec2i moveDir{0,0};
if ( cell.direction == 0) {
moveDir.y = 1;
} else if (cell.direction == 1) {
moveDir.x = 1;
} else if (cell.direction == 2) {
moveDir.y = -1;
} else if (cell.direction == 3) {
moveDir.x = -1;
}
if ( m_grid->canMove(cell.pos, moveDir) ) {
cell.pos += moveDir;
}
}
inline void rotate(bool clockwise) {
auto& cell = m_grid->entities().get<CellPos>(m_player);
int direction = clockwise ? +1 : -1;
cell.direction = (cell.direction + 4 + direction) % 4;
}
};
......
/*
* 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
......@@ -12,61 +12,58 @@
* If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef FGGL_GFX_OGL_COMPAT_HPP
#define FGGL_GFX_OGL_COMPAT_HPP
/**
* Legacy/Direct OpenGL calls.
*
* This shouldn't be exposed to the demo app, but the ECS we're using isn't smart enouph to allow us to
* abstract this yet. It's next thing on the list, but this branch is about cleaning up OpenGL not about
* extending our ECS.
*
* Should be removed when the engine has suitable abstractions in place.
*/
//
// Created by webpigeon on 04/09/22.
//
#include <functional>
#ifndef FGGL_DEMO_INCLUDE_ROBOT_PROGRAMMER_HPP
#define FGGL_DEMO_INCLUDE_ROBOT_PROGRAMMER_HPP
#include <fggl/gfx/ogl/shader.hpp>
#include <fggl/gfx/ogl/renderer.hpp>
#include <functional>
#include <fggl/gfx/common.hpp>
#include <fggl/gfx/camera.hpp>
#include "fggl/gui/containers.hpp"
#include <utility>
#include <fggl/input/camera_input.hpp>
#include <fggl/data/heightmap.hpp>
namespace demo::robot {
#include "fggl/gfx/phong.hpp"
struct Instruction {
const char* name;
std::function<void(void)> m_func;
};
namespace fggl::gfx {
struct Program {
std::vector<Instruction> m_instructions;
uint32_t m_currInstruction;
bool playing = false;
//
// fake module support - allows us to still RAII
//
/*struct SceneUtils : ecs3::Module {
inline std::size_t size() {
return m_instructions.size();
}
SceneUtils() = default;
inline void step() {
m_instructions[ m_currInstruction ].m_func();
m_currInstruction++;
}
[[nodiscard]]
std::string name() const override {
return "gfx::scene";
inline void stop() {
playing = false;
m_currInstruction = 0;
}
};
void onLoad(ecs3::ModuleManager &manager, ecs3::TypeRegistry &types) override {
// mesh dependencies
types.make<math::Transform>();
types.make<data::StaticMesh>();
types.make<data::HeightMap>();
class Timeline : public fggl::gui::Panel {
public:
explicit Timeline(Program& program);
types.make<gfx::PhongMaterial>();
void update(float deltaTime) override;
void render(fggl::gfx::Paint& paint) override;
// camera dependencies
types.make<fggl::gfx::Camera>();
types.make<fggl::input::FreeCamKeys>();
}
protected:
void renderInstructions(fggl::gfx::Paint& paint);
};*/
private:
std::vector<std::reference_wrapper<Program>> m_tracks;
};
}
#endif
#endif //FGGL_DEMO_INCLUDE_ROBOT_PROGRAMMER_HPP
......@@ -27,6 +27,7 @@
#include "fggl/scenes/game.hpp"
#include "fggl/phys/service.hpp"
#include "fggl/script/engine.hpp"
namespace demo {
......@@ -40,11 +41,7 @@ namespace demo {
fggl::entity::EntityID player = fggl::entity::INVALID;
fggl::entity::EntityID closestPickup;
DebugMode mode = DebugMode::NORMAL;
std::array<fggl::entity::EntityID, 3> collectables {
fggl::entity::INVALID,
fggl::entity::INVALID,
fggl::entity::INVALID };
std::vector<fggl::entity::EntityID> collectables;
float time = 0.0f;
};
......@@ -64,6 +61,7 @@ namespace demo {
constexpr static fggl::math::vec3 HINT_COLOUR{0.5f, 0.0f, 0.0f};
RollState state;
fggl::phys::PhysicsEngine* m_phys;
fggl::script::ScriptEngine* m_scripts;
fggl::math::vec3 cameraOffset = {-15.0F, 15.0F, 0.0F};
void closestPickup(fggl::entity::EntityManager& world);
......