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  • gamedev/fggl
  • onuralpsezer/fggl
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with 1485 additions and 95 deletions
......@@ -17,6 +17,8 @@
#include <cstdio>
#include <fggl/gfx/ogl/backend.hpp>
#include "fggl/gfx/ogl/types.hpp"
#include <fggl/data/storage.hpp>
#include <filesystem>
......@@ -63,15 +65,17 @@ namespace fggl::gfx {
class ShaderCache {
public:
using ShaderPtr = std::shared_ptr<ogl::Shader>;
ShaderCache(fggl::data::Storage *storage);
~ShaderCache() = default;
GLuint load(const ShaderConfig &config);
GLuint load(const ShaderSources &sources, bool allowBinaryCache);
ShaderPtr load(const ShaderConfig &config);
ShaderPtr load(const ShaderSources &sources, bool allowBinaryCache);
GLuint getOrLoad(const ShaderConfig &config);
ShaderPtr getOrLoad(const ShaderConfig &config);
GLuint get(const std::string &name);
ShaderPtr get(const std::string &name);
/**
* Fallback pipelines.
......@@ -83,7 +87,7 @@ namespace fggl::gfx {
private:
fggl::data::Storage* m_storage;
std::unordered_map<std::string, GLuint> m_shaders;
std::unordered_map<std::string, ShaderPtr> m_shaders;
// extensions
void setupIncludes();
......
......@@ -27,6 +27,7 @@
#include "fggl/gfx/ogl/common.hpp"
#include "fggl/math/types.hpp"
#include "fggl/data/texture.hpp"
namespace fggl::gfx::ogl {
......@@ -68,11 +69,15 @@ namespace fggl::gfx::ogl {
inline Location uniform(const std::string_view &name) const {
auto location = glGetUniformLocation(m_obj, name.data());
if (location == -1) {
std::cerr << "error: " << name << " does not exist" << std::endl;
debug::warning("uniform {} does not exist", name);
}
return location;
}
inline GLuint shaderID() {
return m_obj;
}
// primatives
inline void setUniformF(Location name, GLfloat value) {
glProgramUniform1f(m_obj, name, value);
......@@ -168,14 +173,14 @@ namespace fggl::gfx::ogl {
enum class PixelFormat {
UNSIGNED_BYTE = GL_UNSIGNED_BYTE,
BYTE,
UNSIGNED_SHORT,
SHORT,
UNSIGNED_INT,
INT,
HALF_FLOAT,
FLOAT,
BYTE = GL_BYTE,
UNSIGNED_SHORT = GL_UNSIGNED_SHORT,
SHORT = GL_SHORT,
UNSIGNED_INT = GL_UNSIGNED_INT,
INT = GL_INT,
//HALF_FLOAT = GL_HALF_FLOAT,
FLOAT = GL_FLOAT,
/*
UNSIGNED_BYTE_3_3_2,
UNSIGNED_BYTE_2_3_3_REV,
UNSIGNED_SHORT_5_6_5,
......@@ -187,7 +192,7 @@ namespace fggl::gfx::ogl {
UNSIGNED_INT_8_8_8_8,
UNSIGNED_INT_8_8_8_8_REV,
UNSIGNED_INT_10_10_10_10_2,
UNSIGNED_INT_10_10_10_10_2_REV,
UNSIGNED_INT_10_10_10_10_2_REV,*/
};
enum class InternalImageFormat {
......@@ -201,27 +206,181 @@ namespace fggl::gfx::ogl {
enum class ImageFormat {
R = GL_RED,
RG,
RGB,
RGBA,
R_INT,
RG_INT,
RGB_INT,
RGBA_INT,
BGR,
BGRA,
BGR_INT,
BGRA_INT,
STENTICL_INDEX,
DEPTH_COMPONENT,
DEPTH_STENCIL
RG = GL_RG,
RGB = GL_RGB,
RGBA = GL_RGBA,
R_INT = GL_RED_INTEGER,
RG_INT = GL_RG_INTEGER,
RGB_INT = GL_RGB_INTEGER,
RGBA_INT = GL_RGBA_INTEGER,
BGR = GL_BGR,
BGRA = GL_BGRA,
BGR_INT = GL_BGR_INTEGER,
BGRA_INT = GL_BGRA_INTEGER,
STENTICL_INDEX = GL_STENCIL_INDEX,
DEPTH_COMPONENT = GL_DEPTH_COMPONENT,
DEPTH_STENCIL = GL_DEPTH_STENCIL
};
struct Image {
struct PixelDataArray {
PixelFormat type;
union {
unsigned char *uc;
char *c;
std::uint16_t *us;
std::int16_t *s;
float *f;
std::int32_t *i;
std::uint32_t *ui;
};
bool owning;
inline PixelDataArray(PixelFormat fmt, std::size_t size) : type(fmt), owning(true) {
switch (type) {
case PixelFormat::UNSIGNED_BYTE:
uc = new unsigned char[size];
break;
case PixelFormat::BYTE:
c = new char[size];
break;
case PixelFormat::UNSIGNED_SHORT:
us = new std::uint16_t[size];
break;
case PixelFormat::SHORT:
s = new std::int16_t[size];
break;
case PixelFormat::FLOAT:
f = new float[size];
break;
case PixelFormat::INT:
i = new std::int32_t[size];
break;
case PixelFormat::UNSIGNED_INT:
ui = new std::uint32_t[size];
break;
}
}
inline explicit PixelDataArray(unsigned char* data) : type(PixelFormat::UNSIGNED_BYTE), uc(data), owning(false) {}
inline explicit PixelDataArray(char* data) : type(PixelFormat::BYTE), c(data), owning(false) {}
// no copy
PixelDataArray(const PixelDataArray&) = delete;
PixelDataArray& operator=(const PixelDataArray&) = delete;
// move ok
PixelDataArray(PixelDataArray&& other) : type(other.type), owning(other.owning) {
switch (type) {
case PixelFormat::UNSIGNED_BYTE:
uc = other.uc;
other.uc = nullptr;
break;
case PixelFormat::BYTE:
c = other.c;
other.c = nullptr;
break;
case PixelFormat::UNSIGNED_SHORT:
us = other.us;
other.us = nullptr;
break;
case PixelFormat::SHORT:
s = other.s;
other.s = nullptr;
break;
case PixelFormat::FLOAT:
f = other.f;
other.f = nullptr;
break;
case PixelFormat::INT:
i = other.i;
other.i = nullptr;
break;
case PixelFormat::UNSIGNED_INT:
ui = other.ui;
other.ui = nullptr;
break;
}
}
inline ~PixelDataArray() {
if (owning) {
switch (type) {
case PixelFormat::UNSIGNED_BYTE: delete[] uc;
uc = nullptr;
break;
case PixelFormat::BYTE: delete[] c;
c = nullptr;
break;
case PixelFormat::UNSIGNED_SHORT: delete[] us;
us = nullptr;
break;
case PixelFormat::SHORT: delete[] s;
s = nullptr;
break;
case PixelFormat::FLOAT: delete[] f;
f = nullptr;
break;
case PixelFormat::INT: delete[] i;
i = nullptr;
break;
case PixelFormat::UNSIGNED_INT:
delete[] ui;
ui = nullptr;
break;
}
}
}
void* data() {
switch (type) {
case PixelFormat::UNSIGNED_BYTE:
return uc;
case PixelFormat::BYTE:
return c;
case PixelFormat::UNSIGNED_SHORT:
return us;
case PixelFormat::SHORT:
return s;
case PixelFormat::FLOAT:
return f;
case PixelFormat::INT:
return i;
case PixelFormat::UNSIGNED_INT:
return ui;
}
// unknown type?
return nullptr;
}
};
struct Image {
ImageFormat format;
math::vec2i size;
void *data;
PixelDataArray data;
//Image() = default;
inline Image(ImageFormat fmt, PixelFormat pxFmt, math::vec2i asize) :
format(fmt),
size(asize),
data(pxFmt, asize.x * asize.y){}
inline Image(ImageFormat fmt, math::vec2i asize, PixelDataArray&& adata) :
format(fmt),
size(asize),
data(std::move(adata)) {}
Image(const Image&) = delete;
inline PixelFormat type() const {
return data.type;
}
void* dataPtr() {
return data.data();
}
};
class Texture {
......@@ -238,8 +397,7 @@ namespace fggl::gfx::ogl {
//bind();
glBindTexture((GLenum) m_type, m_obj);
if (iFmt == InternalImageFormat::DepthComponent) {
glTexImage2D((GLenum)
m_type,
glTexImage2D((GLenum)m_type,
0,
(GLint) iFmt,
size.x,
......@@ -254,6 +412,25 @@ namespace fggl::gfx::ogl {
}
}
void setData(InternalImageFormat iFmt, Image &image, PixelFormat extFormat) {
//bind();
glBindTexture((GLenum) m_type, m_obj);
glTexImage2D((GLenum) m_type,
0,
(GLint) iFmt,
image.size.x,
image.size.y,
0,
(GLenum) image.format,
(GLenum) extFormat,
image.dataPtr());
if ( m_type == TextureType::Tex2D ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
void setData(InternalImageFormat iFmt, Image &image) {
//bind();
glBindTexture((GLenum) m_type, m_obj);
......@@ -264,8 +441,47 @@ namespace fggl::gfx::ogl {
image.size.y,
0,
(GLenum) image.format,
(GLenum) image.type,
image.data);
(GLenum) image.type(),
image.dataPtr());
if ( m_type == TextureType::Tex2D ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
void setData(InternalImageFormat iFmt, const data::Texture2D *image) {
ImageFormat imageFormat;
if (image->channels == 1) {
imageFormat = ImageFormat::R;
} else if ( image->channels == 2) {
imageFormat = ImageFormat::RG;
} else if ( image->channels == 3) {
imageFormat = ImageFormat::RGB;
} else if ( image->channels == 4) {
imageFormat = ImageFormat::RGBA;
} else {
// unknown image format -> channels mapping, having a bad day!
return;
}
//bind();
glBindTexture((GLenum) m_type, m_obj);
glTexImage2D((GLenum) m_type,
0,
(GLint) iFmt,
image->size.x,
image->size.y,
0,
(GLenum) imageFormat,
GL_UNSIGNED_BYTE,
image->data);
if ( m_type == TextureType::Tex2D ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
void setDataPart(math::vec2i offset, Image &image) {
......@@ -276,8 +492,8 @@ namespace fggl::gfx::ogl {
image.size.x,
image.size.y,
(GLenum) image.format,
(GLenum) image.type,
image.data);
(GLenum) image.type(),
image.dataPtr());
}
void wrapMode(Wrapping wrap);
......@@ -302,6 +518,8 @@ namespace fggl::gfx::ogl {
void release();
};
constexpr std::size_t NO_RESTART_IDX = 0;
enum class BuffAttrF {
HALF_FLOAT = GL_HALF_FLOAT,
FLOAT = GL_FLOAT,
......@@ -323,7 +541,7 @@ namespace fggl::gfx::ogl {
UINT_PACKED_F = GL_UNSIGNED_INT_10F_11F_11F_REV
};
enum class Primative {
enum class Primitive {
POINT = GL_POINT,
LINE = GL_LINES,
LINE_STRIP = GL_LINE_STRIP,
......@@ -459,7 +677,7 @@ namespace fggl::gfx::ogl {
std::size_t offset;
};
// type intrincs to make interface nicer
// type intrinsics to make interface nicer
template<typename T>
struct attr_type {
const static BuffAttrF attr;
......@@ -508,8 +726,8 @@ namespace fggl::gfx::ogl {
void setAttribute(const ArrayBuffer &buffer, GLuint idx, AttributeI &attr, bool normalized);
void setAttributeI(const ArrayBuffer &buffer, GLuint idx, AttributeI &attr);
void drawElements(const ElementBuffer &buff, Primative drawType, std::size_t size);
void draw(Primative drawType, int first, std::size_t count);
void drawElements(const ElementBuffer &buff, Primitive drawType, std::size_t size);
void draw(Primitive drawType, int first, std::size_t count);
};
// paranoid functions
......
......@@ -30,7 +30,7 @@ namespace fggl::gfx::ogl4 {
class CanvasRenderer {
public:
CanvasRenderer(gui::FontLibrary *fonts);
void render(GLuint shader, const gfx::Paint &paint);
void render(ogl::Shader& shader, const gfx::Paint &paint);
inline gfx::Bounds bounds() const {
return m_bounds;
......@@ -44,8 +44,8 @@ namespace fggl::gfx::ogl4 {
gui::FontLibrary *m_fonts;
ogl::Texture m_fontTex;
void renderShapes(const Paint &paint, GLuint shader);
void renderText(const Paint &, GLuint shader);
void renderShapes(const Paint &paint, ogl::Shader& shader);
void renderText(const Paint &, ogl::Shader& shader);
};
} // namespace fggl::gfx::ogl4
......
......@@ -25,13 +25,13 @@ namespace fggl::gfx::ogl4 {
class DebugRenderer : public dd::RenderInterface {
public:
explicit DebugRenderer(GLuint shader);
explicit DebugRenderer(std::shared_ptr<ogl::Shader> shader);
~DebugRenderer() override = default;
void drawLineList(const dd::DrawVertex *lines, int count, bool depthEnabled) override;
math::mat4 mvpMatrix;
private:
ogl::Shader m_lineShader;
std::shared_ptr<ogl::Shader> m_lineShader;
ogl::Location m_lineShaderMVP;
ogl::VertexArray m_lineVao;
ogl::ArrayBuffer m_lineVbo;
......
......@@ -19,6 +19,8 @@
#ifndef FGGL_GFX_OGL4_FALLBACK_HPP
#define FGGL_GFX_OGL4_FALLBACK_HPP
#include "fggl/assets/types.hpp"
/**
* Fallback shaders.
*
......@@ -58,6 +60,14 @@ namespace fggl::gfx::ogl4 {
fragColour = vec4(colour.xyz, texture(tex, texPos).r);
})glsl";
constexpr const GLuint TEX_CHECKER = 0x11FF11FF; //FIXME pixel order is reversed?!
constexpr const GLuint TEX_WHITE = 0xFF0000FF;
constexpr const assets::AssetID FALLBACK_TEX = assets::make_asset_id("fallback", "FALLBACK_TEX");
constexpr const assets::AssetID FALLBACK_MAT = assets::make_asset_id("fallback", "FALLBACK_MAT");
constexpr const assets::AssetID SOLID_TEX = assets::make_asset_id("fallback", "SOLID_TEX");
constexpr const math::vec3 FALLBACK_COLOUR {1.0F, 0.0F, 1.0F};
} // namespace fggl::gfx::ogl4
#endif //FGGL_GFX_OGL4_FALLBACK_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 22/10/22.
//
#ifndef FGGL_GFX_OGL4_MESHES_HPP
#define FGGL_GFX_OGL4_MESHES_HPP
#include "fggl/mesh/components.hpp"
#include "fggl/entity/entity.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/gfx/ogl/types.hpp"
#include "fggl/gfx/ogl4/fallback.hpp"
#include "fggl/gfx/camera.hpp"
#include "fggl/gfx/phong.hpp"
namespace fggl::gfx::ogl4 {
struct DrawType {
ogl::Primitive mode;
std::size_t restartIndex = ogl::NO_RESTART_IDX;
};
struct Material {
math::vec3 m_diffCol{1.0F, 1.0F, 1.0F};
math::vec3 m_specCol{1.0F, 1.0F, 1.0F};
ogl::Texture* m_diffuse;
ogl::Texture* m_normals;
ogl::Texture* m_specular;
};
struct MeshData {
std::shared_ptr<ogl::VertexArray> vao;
std::shared_ptr<ogl::ElementBuffer> elements;
std::shared_ptr<ogl::ArrayBuffer> vertexData;
std::size_t elementCount;
DrawType drawInfo;
Material* material;
void draw(std::shared_ptr<ogl::Shader> shader) const;
};
struct StaticMesh {
constexpr static auto name = "StaticMultiMesh";
std::shared_ptr<ogl::Shader> pipeline;
MeshData mesh;
inline void draw() const {
mesh.draw(pipeline);
}
};
struct StaticMultiMesh {
constexpr static auto name = "StaticMultiMesh";
std::shared_ptr<ogl::Shader> pipeline;
std::vector<MeshData> meshes;
void draw() const;
};
void setup_material(const std::shared_ptr<ogl::Shader>& shader, const PhongMaterial* material);
void setup_lighting(const std::shared_ptr<ogl::Shader>& shader, const math::mat4& viewMatrix, const math::Transform& camTransform, const math::Transform& transform, math::vec3 lightPos);
void setup_lighting(const std::shared_ptr<ogl::Shader>& shader, const DirectionalLight* light);
template<typename T>
void forward_pass(const entity::EntityID& camera, const fggl::entity::EntityManager& world, const assets::AssetManager* assets) {
// enable required OpenGL state
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// enable depth testing
glEnable(GL_DEPTH_TEST);
// prep the fallback textures
auto *fallbackTex = assets->template get<ogl::Texture>(FALLBACK_TEX);
fallbackTex->bind(0);
fallbackTex->bind(1);
// set-up camera matrices
const auto &camTransform = world.get<fggl::math::Transform>(camera);
const auto &camComp = world.get<fggl::gfx::Camera>(camera);
const math::mat4 projectionMatrix = camComp.perspective();
const math::mat4 viewMatrix = glm::lookAt(camTransform.origin(), camComp.target, camTransform.up());
std::shared_ptr<ogl::Shader> shader = nullptr;
ogl::Location mvpMatrixUniform = 0;
ogl::Location mvMatrixUniform = 0;
auto entityView = world.find<T>();
// find directional light in scene
const DirectionalLight* light = nullptr;
auto lightEnts = world.find<DirectionalLight>();
if ( !lightEnts.empty() ) {
light = world.tryGet<DirectionalLight>(lightEnts[0]);
}
for (const auto &entity : entityView) {
// ensure that the model pipeline actually exists...
const auto &model = world.get<T>(entity);
if (model.pipeline == nullptr) {
debug::warning("shader was null, aborting render");
continue;
}
// check if we switched shaders
if (shader == nullptr || shader->shaderID() != model.pipeline->shaderID()) {
// new shader - need to re-send the view and projection matrices
shader = model.pipeline;
shader->use();
if (shader->hasUniform("projection")) {
shader->setUniformMtx(shader->uniform("view"), viewMatrix);
shader->setUniformMtx(shader->uniform("projection"), projectionMatrix);
}
mvpMatrixUniform = shader->uniform("MVPMatrix");
mvMatrixUniform = shader->uniform("MVMatrix");
if ( shader->hasUniform("diffuseTexture") ) {
shader->setUniformI(shader->uniform("diffuseTexture"), 0);
}
if ( shader->hasUniform("specularTexture") ) {
shader->setUniformI(shader->uniform("specularTexture"), 1);
}
}
// set model transform
const auto &transform = world.get<math::Transform>(entity);
shader->setUniformMtx(mvpMatrixUniform, projectionMatrix * viewMatrix * transform.model());
shader->setUniformMtx(mvMatrixUniform, viewMatrix * transform.model());
// setup lighting mode
if ( light != nullptr ) {
setup_lighting(shader, light);
}
setup_material(shader, world.tryGet<PhongMaterial>(entity, &DEFAULT_MATERIAL));
// actually draw it
model.draw();
}
}
template<typename T>
void forward_pass_normals(const entity::EntityID& camera, const fggl::entity::EntityManager& world, const std::shared_ptr<ogl::Shader>& shader) {
// enable required OpenGL state
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// enable depth testing
glEnable(GL_DEPTH_TEST);
// set-up camera matrices
const auto &camTransform = world.get<fggl::math::Transform>(camera);
const auto &camComp = world.get<fggl::gfx::Camera>(camera);
const math::mat4 projectionMatrix = camComp.perspective();
const math::mat4 viewMatrix = glm::lookAt(camTransform.origin(), camComp.target, camTransform.up());
ogl::Location modelUniform = shader->uniform("model");
ogl::Location viewUniform = shader->uniform("view");
ogl::Location projUniform = shader->uniform("projection");
shader->use();
shader->setUniformMtx(projUniform, projectionMatrix);
shader->setUniformMtx(viewUniform, viewMatrix);
auto entities = world.find<T>();
for (const auto &entity : entities) {
// ensure that the model pipeline actually exists...
const auto &model = world.get<T>(entity);
// set model transform
const auto &transform = world.get<math::Transform>(entity);
shader->setUniformMtx(modelUniform, transform.model());
// render model
model.draw();
}
}
MeshData upload_mesh(const mesh::Mesh3D& meshComponent, assets::AssetManager* manager);
std::vector<MeshData> upload_multi_mesh(const mesh::MultiMesh3D& meshComponent, assets::AssetManager* manager);
} // namespace fggl::gfx::ogl4
#endif //FGGL_GFX_OGL4_MESHES_HPP
......@@ -26,9 +26,31 @@
#include "fggl/gfx/ogl/backend.hpp"
#include "fggl/gfx/ogl/types.hpp"
#include "fggl/data/model.hpp"
#include "fggl/mesh/mesh.hpp"
#include "fggl/assets/manager.hpp"
#define FGGL_ALLOW_DEFERRED_UPLOAD
namespace fggl::gfx::ogl4 {
const std::size_t NO_RESTART_IDX = 0;
struct StaticModelGPU {
std::shared_ptr<ogl::VertexArray> vao;
std::shared_ptr<ogl::ElementBuffer> elements;
std::shared_ptr<ogl::ArrayBuffer> vertices;
std::size_t elementCount;
ogl::Primitive drawType = ogl::Primitive::TRIANGLE;
std::size_t restartIndex = ogl::NO_RESTART_IDX;
};
struct StaticModelInstance {
constexpr static auto name = "ogl::static::model";
std::string modelName;
StaticModelGPU* model = nullptr;
std::shared_ptr<ogl::Shader> pipeline;
};
struct StaticModel {
constexpr static auto name = "StaticModel";
......@@ -41,15 +63,16 @@ namespace fggl::gfx::ogl4 {
std::shared_ptr<ogl::ArrayBuffer> vertexData;
std::size_t elementCount;
ogl::Primative drawType;
std::size_t restartIndex = NO_RESTART_IDX;
ogl::Primitive drawType;
std::size_t restartIndex = ogl::NO_RESTART_IDX;
};
class StaticModelRenderer {
public:
inline StaticModelRenderer(gfx::ShaderCache *cache)
: m_shaders(cache), m_phong(nullptr), m_vao(), m_vertexList(), m_indexList() {
m_phong = std::make_shared<ogl::Shader>(cache->get("phong"));
inline StaticModelRenderer(gfx::ShaderCache *cache, assets::AssetManager *assets)
: m_assets(assets), m_shaders(cache), m_phong(nullptr), m_vao(), m_vertexList(), m_indexList() {
m_phong = cache->get("redbook/debug");
}
~StaticModelRenderer() = default;
......@@ -60,22 +83,31 @@ namespace fggl::gfx::ogl4 {
StaticModelRenderer &operator=(const StaticModelRenderer &other) = delete;
StaticModelRenderer &operator=(StaticModelRenderer &&other) = delete;
void render(entity::EntityManager &world) {
resolveModels(world);
renderModelsForward(world);
StaticModel* uploadMesh(assets::AssetID guid, const data::Mesh& mesh, bool allowCache=true);
StaticModelGPU* uploadMesh2(const assets::AssetID& meshName, const data::Mesh& mesh);
void render(entity::EntityManager &world, bool debugMode = false) {
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
resolveModels(world);
#endif
renderModelsForward(world, debugMode);
}
private:
/**
* Attach any missing rendering components to models.
*/
void resolveModels(entity::EntityManager &world);
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
/**
* Attach any missing rendering components to models.
*/
void resolveModels(entity::EntityManager &world);
#endif
/**
* Render all visible objects according to their render tokens.
*/
void renderModelsForward(const entity::EntityManager &world);
void renderModelsForward(const entity::EntityManager &world, bool debugMode);
assets::AssetManager *m_assets;
gfx::ShaderCache *m_shaders;
std::shared_ptr<ogl::Shader> m_phong;
ogl::VertexArray m_vao;
......
......@@ -20,7 +20,12 @@
#define FGGL_GFX_OGL4_MODULE_HPP
#include <array>
#include "fggl/modules/module.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/assets/packed/module.hpp"
#include "fggl/entity/loader/loader.hpp"
#include "fggl/gfx/interfaces.hpp"
......@@ -33,16 +38,18 @@ namespace fggl::gfx {
struct OpenGL4 {
constexpr static const char *name = "fggl::gfx::OpenGL4";
constexpr static const std::array<modules::ModuleService, 1> provides = {
constexpr static const std::array<modules::ServiceName, 1> provides = {
WindowGraphics::service
};
constexpr static const std::array<modules::ModuleService, 3> depends = {
constexpr static const std::array<modules::ServiceName, 5> depends = {
data::Storage::service,
assets::AssetManager::service,
assets::CheckinAdapted::service,
gui::FontLibrary::service,
entity::EntityFactory::service
};
static bool factory(modules::ModuleService name, modules::Services &serviceManager);
static bool factory(modules::ServiceName name, modules::Services &serviceManager);
};
} //namespace fggl::gfx
......
......@@ -24,28 +24,37 @@
namespace fggl::gfx::ogl4 {
constexpr GraphicsDetails openGL4Details{
GraphicsAPI::OpenGL,
4,
3,
false
};
constexpr GraphicsDetails OPENGL_4_3_PRODUCTION { GraphicsAPI::OpenGL, 4, 3, false };
constexpr GraphicsDetails OPENGL_4_3_DEBUG { GraphicsAPI::OpenGL, 4, 3, true };
class WindowGraphics : public gfx::WindowGraphics {
public:
WindowGraphics(data::Storage *storage, gui::FontLibrary *fonts) : m_storage(storage), m_fonts(fonts) {};
virtual ~WindowGraphics() = default;
WindowGraphics(data::Storage *storage, gui::FontLibrary *fonts, assets::AssetManager* assets) : m_storage(storage), m_fonts(fonts), m_assets(assets) {};
~WindowGraphics() override = default;
// no copy
WindowGraphics(WindowGraphics& gfx) = delete;
WindowGraphics& operator=(const WindowGraphics& gfx) = delete;
// no move
WindowGraphics(WindowGraphics&& gfx) = delete;
WindowGraphics& operator=(WindowGraphics&& gfx) = delete;
fggl::gfx::Graphics *create(display::Window &window) override;
[[nodiscard]]
inline GraphicsDetails config() const override {
return openGL4Details;
#ifdef NDEBUG
return OPENGL_4_3_PRODUCTION;
#else
return OPENGL_4_3_DEBUG;
#endif
}
private:
data::Storage *m_storage;
gui::FontLibrary *m_fonts;
assets::AssetManager *m_assets;
};
} // namespace fggl::gfx::ogl4
......
......@@ -23,20 +23,147 @@ namespace fggl::gfx {
using RadianAngle = float;
constexpr float COLOUR_MAX = 255.0F;
constexpr uint32_t BYTE_MASK = 0xFF;
constexpr uint8_t ONE_BYTE = 8;
constexpr uint8_t TWO_BYTES = 16;
constexpr math::vec3 rgb(uint32_t value) {
uint8_t red = (value & BYTE_MASK);
uint8_t green = ((value >> ONE_BYTE ) & BYTE_MASK);
uint8_t blue = ((value >> TWO_BYTES ) & BYTE_MASK);
return { (float)red / COLOUR_MAX, (float)green / COLOUR_MAX, (float)blue / COLOUR_MAX};
}
namespace colours {
constexpr math::vec3 WHITE{1.0F, 1.0F, 1.0F};
constexpr math::vec3 BLACK{0.0F, 0.0F, 0.0F};
constexpr math::vec3 rgb_decimal(uint8_t red, uint8_t green, uint8_t blue) {
return { (float)red / COLOUR_MAX, (float)green / COLOUR_MAX, (float)blue / COLOUR_MAX};
}
constexpr math::vec3 rgb(uint32_t value) {
uint8_t red = ( (value >> TWO_BYTES) & BYTE_MASK);
uint8_t green = ( (value >> ONE_BYTE) & BYTE_MASK);
uint8_t blue = value & BYTE_MASK;
return rgb_decimal(red, green, blue);
}
constexpr math::vec3 RED{1.0F, 0.0F, 0.0F};
constexpr math::vec3 GREEN{0.0F, 1.0F, 0.0F};
constexpr math::vec3 BLUE{0.0F, 0.0F, 1.0F};
constexpr math::vec3 YELLOW{1.0F, 1.0F, 0.0F};
constexpr math::vec3 CYAN{0.0F, 1.0F, 1.0F};
constexpr math::vec3 MAGENTA{1.0F, 0.0F, 1.0F};
//
// Extended (CSS3) Colours
//
// pinks
constexpr auto MEDIUM_VIOLET_RED = rgb(0xC71585);
constexpr auto DEEP_PINK = rgb(0xFF1493);
constexpr auto PALE_VIOLET_RED = rgb(0xDB7093);
constexpr auto HOT_PINK = rgb(0xFF69B4);
constexpr auto LIGHT_PINK = rgb(0xFFB6C1);
constexpr auto PINK = rgb(0xFFC0CB);
// Reds
constexpr auto DARK_RED = rgb(0x8B0000);
constexpr auto RED = rgb(0xFF0000);
constexpr auto FIRE_BRICK = rgb(0xB22222);
constexpr auto CRIMSON = rgb(0xDC143C);
constexpr auto INDIAN_RED = rgb(0xCD5C5C);
constexpr auto LIGHT_CORAL = rgb(0xF08080);
constexpr auto SALMON = rgb(0xFA8072);
constexpr auto DARK_SALMON = rgb(0xE9967A);
constexpr auto LIGHT_SALMON = rgb(0xFFA07A);
// Oranges
constexpr auto ORANGE_RED = rgb(0xFF4500);
constexpr auto TOMATO = rgb(0xFF9347);
constexpr auto DARK_ORANGE = rgb(0xFF8C00);
constexpr auto CORAL = rgb(0xFF7F50);
constexpr auto ORANGE = rgb(0xFFA500);
// Yellows
constexpr auto DARK_KHAKI = rgb(0xBDB76B);
constexpr auto GOLD = rgb(0xFFD700);
constexpr auto KHAKI = rgb(0xF0E68C);
constexpr auto PEACH_PUFF = rgb(0xFFDAB9);
constexpr auto YELLOW = rgb(0xFFFF00);
constexpr auto PALE_GOLDENROD = rgb(0xEEE8AA);
constexpr auto MOCCASIN = rgb(0xFFE4B5);
constexpr auto PAPAYA_WHIP = rgb(0xFFEFD5);
constexpr auto LIGHT_GOLDENROD_YELLOW = rgb(0xFAFAD2);
constexpr auto LEMON_CHIFFON = rgb(0xFFFACD);
constexpr auto LIGHT_YELLOW = rgb(0xFFFFE0);
// Browns
constexpr auto MAROON = rgb(0x800000);
constexpr auto BROWN = rgb(0xA52A2A);
constexpr auto SADDLE_BROWN = rgb(0x8B4513);
constexpr auto SIENNA = rgb(0xA0522D);
constexpr auto CHOCOLATE = rgb(0xD2691E);
constexpr auto DARK_GOLDENROD = rgb(0xB8860B);
constexpr auto PERU = rgb(0xCD853F);
constexpr auto ROSY_BROWN = rgb(0xBC8F8F);
constexpr auto GOLDENROD = rgb(0xDAA520);
constexpr auto SANDY_BROWN = rgb(0xF4A460);
constexpr auto TAN = rgb(0xD2B48C);
constexpr auto BURLYWOOD = rgb(0xDEB887);
constexpr auto WHEAT = rgb(0xF5DEB3);
constexpr auto NAVAJO_WHITE = rgb(0xFFDEAD);
constexpr auto BISQUE = rgb(0xFFEAC4);
constexpr auto BLANCHED_ALMOND = rgb(0xFFEBCD);
constexpr auto CORNSILK = rgb(0xFFF8DC);
// Greens
constexpr auto DARK_GREEN = rgb(0x006400);
constexpr auto GREEN = rgb(0x008000);
constexpr auto DARK_OLIVE_GREEN = rgb(0x556B2F);
constexpr auto FOREST_GREEN = rgb(0x228B22);
constexpr auto SEA_GREEN = rgb(0x2E8B57);
constexpr auto OLIVE = rgb(0x808000);
constexpr auto OLIVE_DRAB = rgb(0x6B8E23);
constexpr auto MEDIUM_SEA_GREEN = rgb(0x3CB371);
constexpr auto LIME_GREEN = rgb(0x32CD32);
constexpr auto LIME = rgb(0x00FF00);
constexpr auto SPRING_GREEN = rgb(0x00FF7F);
constexpr auto MEDIUM_SPRING_GREEN = rgb(0x00FA9A);
constexpr auto DARK_SEA_GREEN = rgb(0x8FBC8F);
constexpr auto MEDIUM_AQUAMARINE = rgb(0x66CDAA);
constexpr auto YELLOW_GREEN = rgb(0x9ACD32);
constexpr auto LAWN_GREEN = rgb(0x7FFF00);
constexpr auto CHARTREUSE = rgb(0x7FFF00);
constexpr auto LIGHT_GREEN = rgb(0x90EE90);
constexpr auto GREEN_YELLOW = rgb(0xADFF2F);
constexpr auto PALE_GREEN = rgb(0x98FB98);
// Cyans
// TODO finish writing out the cyan list
constexpr auto CYAN = rgb(0xFFFF);
// Blues
// TODO finish writing out the blue list
constexpr auto MIDNIGHT_BLUE = rgb(0x191970);
/// Purples, Violets, and Magentas
// TODO finish writing out the purple list
constexpr auto FUCHSIA = rgb(0xFF00FF);
constexpr auto MAGENTA = FUCHSIA;
// Whites
//TODO finish writing out the white list
constexpr auto WHITE = rgb(0xFFFFFF);
// Grays and Blacks
constexpr auto BLACK = rgb(0x000000);
constexpr auto DARK_SLATE_GRAY = rgb(0x2F4F4F);
constexpr auto DIM_GRAY = rgb(0x696969);
constexpr auto SLATE_GRAY = rgb(0x708090);
constexpr auto GRAY = rgb(0x808080);
constexpr auto LIGHT_SLATE_GRAY = rgb(0x778899);
constexpr auto DARK_GRAY = rgb(0xA9A9A9);
constexpr auto SILVER = rgb(0xC0C0C0);
constexpr auto LIGHT_GRAY = rgb(0xD3D3D3);
constexpr auto GAINSBORO = rgb(0xDCDCDC);
}
enum class PathType {
MOVE,
PATH,
......@@ -98,21 +225,22 @@ namespace fggl::gfx {
};
inline Path2D make_shape(math::vec2 center, float radius, int sides, math::vec3 colour = colours::WHITE, ShapeOpts opts = {}) {
double angle = (M_PI * 2.0) / sides;
float angle = ((math::PI * 2.0F) / sides);
fggl::gfx::Path2D tileGfx(center);
tileGfx.colour(colour);
for (int i=0; i < sides; ++i) {
float xPos = (float)(sin(i * angle + opts.angleOffset) * radius) + center.x;
float yPos = (float)(cos(i * angle + opts.angleOffset) * radius) + center.y;
if (!opts.sinFirst) {
std::swap(xPos, yPos);
}
math::vec2 pos (
(float)(cosf(i * angle + opts.angleOffset) * radius),
(float)(sinf(i * angle + opts.angleOffset) * radius)
);
pos += center;
if ( i == 0 ) {
tileGfx.moveTo( {xPos, yPos} );
tileGfx.moveTo( pos );
} else {
tileGfx.pathTo({xPos, yPos});
tileGfx.pathTo( pos );
}
}
tileGfx.close();
......@@ -157,6 +285,7 @@ namespace fggl::gfx {
struct TextCmd {
const std::string text;
const math::vec2 pos;
const math::vec3 colour;
};
class Paint {
......@@ -172,8 +301,8 @@ namespace fggl::gfx {
m_cmds.push_back({PaintType::STROKE, path});
}
void text(const std::string &text, const math::vec2 &pos) {
m_text.push_back({text, pos});
void text(const std::string &text, const math::vec2 &pos, const math::vec3f colour = fggl::gfx::colours::BLACK) {
m_text.push_back({text, pos, colour});
}
const std::vector<PaintCmd> &cmds() const {
......
/*
* 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 03/09/22.
//
#ifndef FGGL_GFX_PALLETS_HPP
#define FGGL_GFX_PALLETS_HPP
#include "fggl/gfx/paint.hpp"
namespace fggl::gfx::pallets {
// VGA pallet
namespace vga {
constexpr math::vec3 WHITE{1.0F, 1.0F, 1.0F};
constexpr math::vec3 SILVER{0.75F, 0.75F, 0.75F};
constexpr math::vec3 GRAY{0.5F, 0.5F, 0.5F};
constexpr math::vec3 BLACK{0.0F, 0.0F, 0.0F};
constexpr math::vec3 RED{1.0F, 0.0F, 0.0F};
constexpr math::vec3 MAROON{0.5F, 0.0F, 0.0F};
constexpr math::vec3 YELLOW{1.0F, 1.0F, 0.0F};
constexpr math::vec3 OLIVE{0.5F, 0.5F, 0.0F};
constexpr math::vec3 LIME{0.0F, 1.0F, 0.0F};
constexpr math::vec3 GREEN{0.0F, 0.5F, 0.0F};
constexpr math::vec3 AQUA{0.0F, 1.0F, 1.0F};
constexpr math::vec3 TEAL{0.0F, 0.5F, 0.5F};
constexpr math::vec3 BLUE{0.0F, 0.0F, 1.0F};
constexpr math::vec3 NAVY{0.0F, 0.0F, 0.5F};
constexpr math::vec3 FUCHSIA{1.0F, 0.0F, 1.0F};
constexpr math::vec3 PURPLE{0.5F, 0.0F, 0.5F};
}
// Tango Free Desktop Pallet
namespace tango {
constexpr auto BUTTER_0 = rgb(0xFCE94F);
constexpr auto BUTTER_1 = rgb(0xEDD400);
constexpr auto BUTTER_2 = rgb(0xC4A000);
constexpr auto ORANGE_0 = rgb(0xFCAF3E);
constexpr auto ORANGE_1 = rgb(0xF57900);
constexpr auto ORANGE_2 = rgb(0xCE5C00);
constexpr auto CHOCOLATE_0 = rgb(0xE9B96E);
constexpr auto CHOCOLATE_1 = rgb(0xC17D11);
constexpr auto CHOCOLATE_2 = rgb(0x8F5902);
constexpr auto CHAMELEON_0 = rgb(0x8AE234);
constexpr auto CHAMELEON_1 = rgb(0x73D216);
constexpr auto CHAMELEON_2 = rgb(0x4E9a06);
constexpr auto SKY_BLUE_0 = rgb(0x729FCF);
constexpr auto SKY_BLUE_1 = rgb(0x3456A4);
constexpr auto SKY_BLUE_2 = rgb(0x204A87);
constexpr auto PLUM_0 = rgb(0xAD7FA8);
constexpr auto PLUM_1 = rgb(0x75507B);
constexpr auto PLUM_2 = rgb(0x5C3566);
constexpr auto SCARLET_RED_0 = rgb(0xEF2929);
constexpr auto SCARLET_RED_1 = rgb(0xCC0000);
constexpr auto SCARLET_RED_2 = rgb(0xA40000);
constexpr auto ALUMINIUM_0 = rgb(0xEEEEEC);
constexpr auto ALUMINIUM_1 = rgb(0xD3D7CF);
constexpr auto ALUMINIUM_2 = rgb(0xBABDB6);
constexpr auto ALUMINIUM_3 = rgb(0x888a85);
constexpr auto ALUMINIUM_4 = rgb(0x555753);
constexpr auto ALUMINIUM_6 = rgb(0x2e3436);
}
// solarized
namespace solarized {
// backgrounds (dark)
constexpr auto BASE03 = rgb(0x002B36);
constexpr auto BASE02 = rgb(0x073642);
// content tones
constexpr auto BASE01 = rgb(0x586E75);
constexpr auto BASE00 = rgb(0x657B83);
constexpr auto BASE0 = rgb(0x839496);
constexpr auto BASE1 = rgb(0X93A1A1);
// backgrounds (light)
constexpr auto BASE2 = rgb(0xEEE8D5);
constexpr auto BASE3 = rgb(0xFDF6E3);
// accent colours
constexpr auto YELLOW = rgb(0xB58900);
constexpr auto ORANGE = rgb(0xCB4B16);
constexpr auto RED = rgb(0xDC322F);
constexpr auto MAGENTA = rgb(0xD33682);
constexpr auto VIOLET = rgb(0x6C71C4);
constexpr auto BLUE = rgb(0x268bd2);
constexpr auto CYAN = rgb(0x2AA198);
constexpr auto GREEN = rgb(0x859900);
}
} // namespace fggl::gfx::pallets
#endif //FGGL_GFX_PALLETS_HPP
......@@ -50,6 +50,27 @@ namespace fggl::gfx {
};
struct Light {
math::vec3 position;
math::vec3 ambient;
math::vec3 specular;
math::vec3 diffuse;
};
struct DirectionalLight : public Light {
constexpr static const char *name = "gfx::phong::directional";
constexpr static const util::GUID guid = util::make_guid(name);
};
struct PointLight : public Light {
constexpr static const char *name = "gfx::phong::point";
constexpr static const util::GUID guid = util::make_guid(name);
float constant = 1.0F;
float linear;
float quadratic;
};
struct Light2 {
constexpr static const char *name = "gfx::light";
constexpr static const util::GUID guid = util::make_guid("gfx::light");
bool enabled;
......
......@@ -37,10 +37,44 @@ namespace fggl::gfx {
class WindowGraphics {
public:
constexpr const static modules::ModuleService service = modules::make_service("fggl::gfx::WindowGraphics");
constexpr const static auto service = modules::make_service("fggl::gfx::WindowGraphics");
WindowGraphics() = default;
virtual ~WindowGraphics() = default;
// no copy
WindowGraphics(const WindowGraphics& ) = delete;
WindowGraphics& operator=(const WindowGraphics&) = delete;
// no move
WindowGraphics(WindowGraphics&&) = delete;
WindowGraphics& operator=(WindowGraphics&&) = delete;
[[nodiscard]]
virtual GraphicsDetails config() const = 0;
virtual Graphics *create(display::Window &window) = 0;
[[nodiscard]]
virtual Graphics* create(display::Window &window) = 0;
inline Graphics* createMain(display::Window& window) {
assert( m_graphics == nullptr );
m_graphics = create(window);
return m_graphics;
}
inline void release() {
if ( m_graphics != nullptr ) {
delete m_graphics;
m_graphics = nullptr;
}
}
[[nodiscard]] inline Graphics* get() const {
return m_graphics;
}
private:
Graphics* m_graphics = nullptr;
};
} // namespace fggl::gfx
......
/*
* 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 19/12/22.
//
#ifndef FGGL_GRID_ACTIONS_H
#define FGGL_GRID_ACTIONS_H
#include <cstdint>
#include <variant>
#include "fggl/grid/hexagon.hpp"
#include "fggl/grid/tokens.hpp"
#include "fggl/util/safety.hpp"
namespace fggl::grid {
template<typename State, typename Target>
class ActionType;
template<typename State, typename Target>
class Action {
public:
virtual void progress(State* state) = 0;
virtual bool isDone() = 0;
};
template<typename State, typename Target>
class InstantAction : public Action<State, Target> {
public:
void progress(State* state) final;
bool isDone() final;
private:
ActionType<State, Target>* m_action;
TokenIdentifer m_actor;
Target m_target;
};
template<typename State, typename Target>
class DurativeAction : public Action<State, Target> {
public:
void progress(State* state) final;
bool isDone() final;
private:
ActionType<State, Target>* m_action;
TokenIdentifer m_actor;
Target m_target;
uint64_t m_completionRound;
};
template<typename State, typename Target>
class ActionType {
public:
virtual bool canApply(const State* state, TokenIdentifer actor, Target target) = 0;
virtual void apply(State* state, TokenIdentifer actor, Target target) = 0;
virtual Action<State, Target> ground(TokenIdentifer actor, Target target) = 0;
};
} // namespace fggl::grid
#endif //FGGL_GRID_ACTIONS_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 27/11/22.
//
#ifndef FGGL_GRID_HEX_HPP
#define FGGL_GRID_HEX_HPP
#include <array>
#include <vector>
#include <cmath>
#include <compare>
#include <fggl/math/fmath.hpp>
/**
* Hexagonal Grid Implementation.
* Based largely off Amit's incredible grid documentation.
*/
namespace fggl::grid {
enum class HexDirPointy {
RIGHT = 0, TOP_RIGHT = 1, TOP_LEFT = 2, LEFT = 3, BOTTOM_LEFT = 4, BOTTOM_RIGHT = 5
};
enum class HexDirFlat {
BOTTOM_RIGHT = 0, TOP_RIGHT = 1, TOP = 2, TOP_LEFT = 3, BOTTOM_LEFT = 4, BOTTOM = 5
};
constexpr std::array< std::array<int, 2>, 6> HEX_DIRECTIONS {{
{1, 0}, {1, -1}, {0, 1},
{-1, 0}, {-1, 1}, {0, 1}
}};
constexpr std::array< std::array<int, 2>, 6> HEX_DIAGONALS {{
{2, -1}, {+1, -2}, {-1, -1},
{-2, 1}, {-1, 2}, {1, 1}
}};
template<typename T>
struct HexPointT {
constexpr HexPointT(T posQ, T posR) : m_pos({posQ, posR}) {}
constexpr explicit HexPointT(const std::array<int, 2>& pos) : m_pos(pos[0], pos[1]) {}
[[nodiscard]]
constexpr auto q() const -> T {
return m_pos[0];
}
[[nodiscard]]
constexpr auto r() const -> T{
return m_pos[1];
}
[[nodiscard]]
constexpr auto s() const -> T {
return -m_pos[0]-m_pos[1];
}
inline HexPointT neighbour(HexDirPointy dir) {
auto& offset = HEX_DIRECTIONS.at( (int)dir );
return { m_pos[0] + offset[0], m_pos[1] + offset[1] };
}
inline HexPointT neighbour(HexDirFlat dir) {
auto& offset = HEX_DIAGONALS.at( (int)dir );
return { m_pos[0] + offset[0], m_pos[1] + offset[1] };
}
HexPointT operator+(const HexPointT<T>& other) const {
return { m_pos[0] + other.m_pos[0], m_pos[1] + other.m_pos[1] };
}
HexPointT operator-(const HexPointT<T>& other) const {
return { m_pos[0] - other.m_pos[0], m_pos[1] - other.m_pos[1] };
}
bool operator==(const HexPointT<T>& other) const {
return m_pos[0] == other.m_pos[0] && m_pos[1] == m_pos[1];
}
auto operator<=>(const HexPointT<T>& other) const = default;
[[nodiscard]]
auto distance(const HexPointT& other) const -> T {
auto vec = *this - other;
return (
::abs(vec.q())
+ ::abs(vec.q() - vec.r())
+ ::abs(vec.r()) / 2
);
}
[[nodiscard]]
auto hexesInRange(int range) const -> std::vector<HexPointT<T>> {
std::vector<HexPointT<T>> results;
for ( auto q = -range; q <= range; ++q ) {
auto stopCount = std::min(range, -q+range);
for ( auto r = std::max(-range, -q-range); r <= stopCount; ++r ) {
results.push_back( *this + HexPointT<T>(q, r) );
}
}
return results;
}
private:
std::array<T, 2> m_pos;
};
using FloatHex = HexPointT<float>;
using IntHex = HexPointT<int>;
template<typename T>
constexpr FloatHex hexLerp(const HexPointT<T>& start, const HexPointT<T>& end, float t) {
return {
math::lerp(start.q(), end.q(), t),
math::lerp(start.r(), end.r(), t)
};
}
[[nodiscard]]
constexpr IntHex round2(const FloatHex& hex) {
auto q = std::round( hex.q() );
auto r = std::round( hex.r() );
auto s = std::round( hex.s() );
auto qDiff = std::abs( q - hex.q() );
auto rDiff = std::abs( r - hex.r() );
auto sDiff = std::abs( s - hex.r() );
if ( qDiff > rDiff && qDiff > sDiff) {
q = -r-s;
} else if ( rDiff > sDiff ) {
r = -q-s;
} else {
s = -q-r;
}
return {(int)q, (int)r};
}
std::vector<IntHex> lineTo(const IntHex& start, const IntHex& end);
} // namespace fggl::grid
#endif //FGGL_GRID_HEX_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_GRID_HEXAGON_BOARD_HPP
#define FGGL_GRID_HEXAGON_BOARD_HPP
#include <map>
#include <set>
#include <optional>
#include <utility>
#include <variant>
#include "fggl/grid/hexagon.hpp"
#include "fggl/grid/tokens.hpp"
#include "fggl/grid/actions.hpp"
#include "fggl/math/types.hpp"
namespace fggl::grid {
class HexGrid;
using HexTarget = std::variant<TokenIdentifer, IntHex>;
using HexAction = Action<HexGrid, HexTarget>;
struct MaterialData {
std::string name;
math::vec3 colour;
};
struct TerrainType {
std::shared_ptr<MaterialData> data;
};
struct HexTile {
std::shared_ptr<MaterialData> terrain;
std::vector< std::shared_ptr<Token> > m_tokens;
[[nodiscard]]
inline std::optional<const MaterialData> data() const {
if (terrain == nullptr) {
{}
}
return *terrain;
}
};
class HexGrid {
public:
inline bool isValidPos(const IntHex& pos) const {
return m_tiles.contains(pos);
}
void setTerrain(const IntHex& pos, const TerrainType& terrain) {
auto& mapTile = m_tiles[pos];
mapTile.terrain = terrain.data;
}
std::optional<const MaterialData> getTerrain(const IntHex& pos) const {
const auto itr = m_tiles.find(pos);
if ( itr == m_tiles.end() ) {
return {};
}
return itr->second.data();
}
std::set<IntHex> getAllTiles() {
std::set<IntHex> posSet;
for ( auto& [pos,data] : m_tiles ) {
posSet.emplace( pos );
}
return posSet;
}
std::set<HexTile> tilesInRange(const IntHex& pos, int range) const;
std::set<HexTile> neighboursOf(const IntHex& pos) const;
private:
std::map<IntHex, HexTile> m_tiles;
std::map<uint64_t, std::shared_ptr<Token>> m_tokens;
};
} // namespace fggl::grid
#endif //FGGL_GRID_HEXAGON_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/>.
*/
/*
* 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 18/12/22.
//
#ifndef FGGL_FGGL_GRID_LAYOUT_HPP
#define FGGL_FGGL_GRID_LAYOUT_HPP
#include "fggl/math/types.hpp"
#include "fggl/grid/hexagon.hpp"
namespace fggl::grid {
// factor out the call to sqrt so the matrices can be constexpr
constexpr float M_SQRT_3 = 1.73205080757F;
constexpr float M_SQRT_3_OVER_2 = M_SQRT_3 / 2.0F;
constexpr math::mat2 MAT_HEX_POINTY{
M_SQRT_3, 0.0F,
M_SQRT_3_OVER_2, 3.F / 2.F
};
constexpr math::mat2 MAT_HEX_FLAT{
3.F / 2.F, M_SQRT_3_OVER_2,
0.0F, M_SQRT_3
};
struct Orientation {
math::mat2 m_forward;
math::mat2 m_backward;
int m_angle;
inline Orientation(int angle, math::mat2 forward) : m_forward(forward), m_backward(glm::inverse(forward)), m_angle(angle) {};
static inline Orientation make_pointy() {
return { 30, MAT_HEX_POINTY};
}
static inline Orientation make_flat() {
return { 0, MAT_HEX_FLAT };
}
};
constexpr int HEX_SIDES = 6;
constexpr int DEG_PER_HEX_SIDE = 360 / HEX_SIDES; // 60 degrees per side
struct Layout {
Orientation m_orientation;
math::vec2 m_size;
math::vec2 m_origin;
Layout(Orientation orientation, math::vec2 size, math::vec2 origin) : m_orientation(orientation), m_size(size), m_origin(origin){}
Layout(Orientation orientation, float size) : m_orientation(orientation), m_size(size, size), m_origin() {}
inline void translate(float dx, float dy){
m_origin.x += dx;
m_origin.y += dy;
}
[[nodiscard]]
inline math::vec2 origin() const {
return m_origin;
}
[[nodiscard]]
inline math::vec2 size() const {
return m_size;
}
[[nodiscard]]
inline math::vec2 toScreen(IntHex gridPos) const {
const math::vec2 hexPoint{gridPos.q(), gridPos.r()};
auto point = (m_orientation.m_forward * hexPoint) * m_size;
return point + m_origin;
}
[[nodiscard]]
inline FloatHex toGrid(math::vec2 screen) const {
auto point = (screen - m_origin) / m_size;
auto hexPos = m_orientation.m_backward * point;
return {hexPos.x, hexPos.y};
}
[[nodiscard]]
inline math::vec2 cornerOffset(int corner) const {
const int angInc = DEG_PER_HEX_SIDE * corner;
const float angle = (angInc + m_orientation.m_angle) * ( fggl::math::PI / 180.0F);
return {
m_size.x * cosf(angle),
m_size.y * sinf(angle)
};
}
void paintHex(fggl::gfx::Paint& paint, IntHex pos, math::vec3 colour, math::vec2 offset) const {
const auto hexScreenCenter = toScreen(pos);
gfx::Path2D path({0,0});
path.colour(colour);
for (int i=0; i < HEX_SIDES; ++i) {
auto cornerPos = hexScreenCenter + cornerOffset(i);
if ( i == 0) {
path.moveTo(cornerPos + offset);
} else {
path.pathTo(cornerPos + offset);
}
}
paint.stroke(path);
}
};
}
#endif //FGGL_FGGL_GRID_LAYOUT_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 19/12/22.
//
#ifndef FGGL_GRID_TOKENS_HPP
#define FGGL_GRID_TOKENS_HPP
#include <cstdint>
#include <map>
#include "fggl/util/guid.hpp"
namespace fggl::grid {
using TokenIdentifer = fggl::util::OpaqueName<uint64_t, struct Token>;
class TokenType {
public:
using PropType = int64_t;
inline void setProperty(util::GUID name, PropType newVal) {
m_properties[name] = newVal;
}
[[nodiscard]]
inline PropType getProperty(util::GUID name, PropType unsetVal=0) const {
try {
return m_properties.at(name);
} catch ( std::out_of_range& e ) {
return unsetVal;
}
}
private:
std::map<util::GUID, PropType> m_properties;
std::map<util::GUID, uint64_t> m_cost;
};
class Token {
public:
Token() = default;
explicit Token(std::shared_ptr<TokenType> type) : m_type(std::move(type)) {}
inline void setProperty(util::GUID name, TokenType::PropType newVal) {
m_properties[name] = newVal;
}
[[nodiscard]]
inline TokenType::PropType getProperty(util::GUID name, TokenType::PropType unsetVal=0) const {
try {
auto prop = m_properties.at(name);
return prop;
} catch ( std::out_of_range& ex) {
return m_type->getProperty(name, unsetVal);
}
}
[[nodiscard]]
inline TokenType::PropType getPropertyDirect(util::GUID name, TokenType::PropType unsetVal=0) const {
try {
auto prop = m_properties.at(name);
return prop;
} catch ( std::out_of_range& ex) {
return unsetVal;
}
}
private:
TokenIdentifer m_id;
std::shared_ptr<TokenType> m_type;
std::map<util::GUID, TokenType::PropType> m_properties;
};
} // namespace fggl::grid
#endif //FGGL_GRID_TOKENS_HPP
......@@ -34,15 +34,37 @@ namespace fggl::gui {
bool contains(const math::vec2 &point) override;
Widget *getChildAt(const math::vec2 &point) override;
inline void update(float deltaTime) override {
for (auto& child : m_children) {
child->update(deltaTime);
}
}
void render(gfx::Paint &paint) override;
void onMouseOver(math::vec2 pos) override;
void onEnter(math::vec2i pos) override;
void onExit(math::vec2i pos) override;
private:
bool m_dirty;
Widget* m_hovered = nullptr;
protected:
std::vector<std::unique_ptr<Widget>> m_children;
};
class GridBox : public Container {
public:
GridBox(uint32_t rows, uint32_t cols, uint32_t padX = 8, uint32_t padY = 8);
void layout() override;
private:
uint32_t m_rows;
uint32_t m_cols;
math::vec2i m_padding;
};
class Panel : public Container {
public:
Panel() = default;
......
......@@ -30,7 +30,10 @@
#include <ft2build.h>
#include FT_FREETYPE_H
namespace fggl::gui {
constexpr const char* DEFAULT_FONT_NAME = "LiberationSans-Regular.ttf";
struct GlyphMetrics {
math::vec2 size;
......@@ -57,7 +60,7 @@ namespace fggl::gui {
}
math::vec2 stringSize(const std::string &text);
void texture(char letter, int &width, int &height, void **buff);
void texture(char letter, int &width, int &height, unsigned char **buff);
private:
FT_Face m_face;
......@@ -68,9 +71,9 @@ namespace fggl::gui {
class FontLibrary {
public:
constexpr static const modules::ModuleService service = modules::make_service("fggl::gui::font");
constexpr static const auto service = modules::make_service("fggl::gui::font");
FontLibrary(data::Storage *storage);
explicit FontLibrary(data::Storage *storage);
~FontLibrary();
// copy and moving not needed
......@@ -100,10 +103,18 @@ namespace fggl::gui {
return ptr;
}
inline void setDefaultFont(const std::string& name) {
m_defaultFont = getFont(name);
}
inline std::shared_ptr<FontFace> getDefaultFont() const {
return m_defaultFont;
}
private:
FT_Library m_context;
data::Storage *m_storage;
std::map<const std::string, std::shared_ptr<FontFace>> m_cache;
std::shared_ptr<FontFace> m_defaultFont;
};
} // nmespace fggl::gui
......