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  • gamedev/fggl
  • onuralpsezer/fggl
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with 815 additions and 126 deletions
/*
* 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.
//
#ifndef FGGL_DEMO_INCLUDE_ROBOT_PROGRAMMER_HPP
#define FGGL_DEMO_INCLUDE_ROBOT_PROGRAMMER_HPP
#include <functional>
#include "fggl/gui/containers.hpp"
namespace demo::robot {
struct Instruction {
const char* name;
std::function<void(void)> m_func;
};
struct Program {
std::vector<Instruction> m_instructions;
uint32_t m_currInstruction;
bool playing = false;
inline std::size_t size() {
return m_instructions.size();
}
inline void step() {
m_instructions[ m_currInstruction ].m_func();
m_currInstruction++;
}
inline void stop() {
playing = false;
m_currInstruction = 0;
}
};
class Timeline : public fggl::gui::Panel {
public:
explicit Timeline(Program& program);
void update(float deltaTime) override;
void render(fggl::gfx::Paint& paint) override;
protected:
void renderInstructions(fggl::gfx::Paint& paint);
private:
std::vector<std::reference_wrapper<Program>> m_tracks;
};
}
#endif //FGGL_DEMO_INCLUDE_ROBOT_PROGRAMMER_HPP
......@@ -26,22 +26,46 @@
#define DEMO_ROLLBALL_HPP
#include "fggl/scenes/game.hpp"
#include "fggl/phys/service.hpp"
#include "fggl/script/engine.hpp"
namespace demo {
enum class DebugMode {
NORMAL = 0,
DISTANCE = 1,
VISION = 2
};
struct RollState {
fggl::entity::EntityID player = fggl::entity::INVALID;
fggl::entity::EntityID closestPickup;
DebugMode mode = DebugMode::NORMAL;
std::vector<fggl::entity::EntityID> collectables;
float time = 0.0f;
};
class RollBall : public fggl::scenes::Game {
public:
explicit RollBall(fggl::App& app);
void activate() override;
void deactivate() override;
void update() override;
void update(float dt) override;
void render(fggl::gfx::Graphics& gfx) override;
private:
fggl::ecs3::entity_t player = fggl::ecs3::NULL_ENTITY;
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);
void spinCubes(fggl::entity::EntityManager& world, float dt);
};
}
......
/*
* 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 03/07/22.
//
#ifndef DEMO_TOPDOWN_HPP
#define DEMO_TOPDOWN_HPP
#include "fggl/scenes/game.hpp"
namespace demo {
class TopDown : public fggl::scenes::Game {
public:
explicit TopDown(fggl::App& app);
void activate() override;
void update(float dt) override;
void render(fggl::gfx::Graphics& gfx) override;
private:
constexpr static fggl::math::vec3 HINT_COLOUR{0.5f, 0.0f, 0.0f};
fggl::math::vec3 cameraOffset = {-15.0F, 15.0F, 0.0F};
void pick_object();
};
}
#endif //DEMO_TOPDOWN_HPP
......@@ -979,7 +979,7 @@ EXCLUDE_PATTERNS =
# Note that the wildcards are matched against the file with absolute path, so to
# exclude all test directories use the pattern */test/*
EXCLUDE_SYMBOLS =
EXCLUDE_SYMBOLS = "YAML" "glm" "dd"
# The EXAMPLE_PATH tag can be used to specify one or more files or directories
# that contain example code fragments that are included (see the \include
......
# headers
file(GLOB_RECURSE HEADER_LIST CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/include/fggl/**.hpp")
# the fggl library itself
# Should be shared linkage for legal reasons (LGPL)
add_library(fggl ${HEADER_LIST})
target_link_libraries(fggl PUBLIC entt)
# we need to tell people using the library about our headers
target_include_directories(fggl
PUBLIC
......@@ -12,8 +14,8 @@ target_include_directories(fggl
$<INSTALL_INTERFACE:include>
)
# users of this library need at least C++17
target_compile_features(fggl PUBLIC cxx_std_17)
# users of this library need at least C++20
target_compile_features(fggl PUBLIC cxx_std_20)
# IDE support for nice header files
source_group(
......@@ -31,6 +33,14 @@ if (CLANG_TIDY_FOUND)
set(CMAKE_CXX_CLANG_TIDY clang-tidy -checks=*,-llvmlibc-*,-fuchsia-*,-cppcoreguidelines-*,-android-*,-llvm-*,-altera-*,-modernize-use-trailing-return-type)
endif ()
# the important stuff everything else uses
add_subdirectory(math)
add_subdirectory(util)
add_subdirectory(grid)
add_subdirectory(assets)
add_subdirectory(phys)
target_sources(${PROJECT_NAME}
PRIVATE
app.cpp
......@@ -38,11 +48,7 @@ target_sources(${PROJECT_NAME}
data/model.cpp
data/procedural.cpp
data/heightmap.cpp
ecs/ecs.cpp
ecs3/module/module.cpp
ecs3/fast/Container.cpp
ecs3/prototype/world.cpp
data/module.cpp
scenes/menu.cpp
scenes/game.cpp
......@@ -50,31 +56,35 @@ target_sources(${PROJECT_NAME}
input/input.cpp
input/mouse.cpp
input/camera_input.cpp
)
gui/widget.cpp
gui/widgets.cpp
gui/containers.cpp
gui/fonts.cpp
math/triangulation.cpp
math/shapes.cpp
)
# GUI support
add_subdirectory(gui)
# spdlog for cleaner logging
find_package(spdlog)
target_link_libraries(${PROJECT_NAME} PRIVATE spdlog::spdlog)
# yaml-cpp for configs and storage
find_package(yaml-cpp)
target_link_libraries(fggl PUBLIC yaml-cpp)
find_package(freetype)
target_link_libraries(${PROJECT_NAME} PUBLIC freetype)
# model loading
add_subdirectory(data/assimp)
# Graphics backend
add_subdirectory(gfx)
add_subdirectory(audio)
# physics integration
add_subdirectory(phys/bullet)
# Debug backend
add_subdirectory(debug)
# platform integrations
add_subdirectory(platform)
add_subdirectory(entity)
##
# begin windows support
##
if (MSVC)
target_compile_options(${PROJECT_NAME} PUBLIC "/ZI")
target_link_options(${PROJECT_NAME} PUBLIC "/INCREMENTAL")
endif ()
/*
* 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/>.
*/
// the configured options and settings for Tutorial
#define FGGL_VERSION_MAJOR @FGGL_VERSION_MAJOR@
#define FGGL_VERSION_MINOR @FGGL_VERSION_MINOR@
/*
* 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/>.
*/
#include <cstdlib>
#include <memory>
#include <spdlog/spdlog.h>
#include <fggl/app.hpp>
#include <fggl/ecs3/types.hpp>
#include <fggl/ecs3/module/module.h>
#include <fggl/util/service.h>
namespace fggl {
App::App(const Identifer& name) : App::App( name, name ) {
}
App::App(modules::Manager *services, const Identifer &name) : App::App(services, name, name) {
}
App::App(const Identifer& name, const Identifer& folder ) :
m_running(true),
m_types(std::make_unique<ecs3::TypeRegistry>()),
m_modules(std::make_unique<ecs3::ModuleManager>(*m_types)),
App::App(modules::Manager *services, const Identifer & /*name*/, const Identifer & /*folder*/ ) :
m_running(true),
m_window(nullptr),
m_states() {}
m_states(),
m_subsystems(services) {}
int App::run(int argc, const char** argv) {
auto App::run(int /*argc*/, const char **/*argv*/) -> int {
auto *windowing = m_subsystems->get<display::WindowService>();
{
// activate the first state
auto& state = m_states.active();
{
// activate the first state
auto &state = m_states.active();
m_expectedScene = m_states.activeID();
state.activate();
}
state.activate();
}
auto lastTime = glfwGetTime();
while (m_running) {
auto currTime = glfwGetTime();
auto delta = currTime - lastTime;
lastTime = currTime;
while ( m_running ) {
// trigger a state change if expected
if ( m_expectedScene != m_states.activeID() ) {
m_states.change(m_expectedScene);
if (m_expectedScene != m_states.activeID()) {
auto result = m_states.change(m_expectedScene);
if (!result) {
m_expectedScene = m_states.activeID();
}
}
auto& state = m_states.active();
m_modules->onUpdate();
state.update();
// process window events
if (windowing != nullptr) {
windowing->pollEvents();
}
//m_modules->onUpdate();
auto &state = m_states.active();
state.update((float)delta);
// window rendering to frame buffer
if ( m_window != nullptr ) {
m_modules->onFrameStart();
m_window->frameStart();
// window rendering to frame buffer
if (m_window != nullptr) {
// m_modules->onFrameStart();
m_window->frameStart();
// get draw instructions
auto& graphics = m_window->graphics();
state.render(graphics);
// get draw instructions
auto &graphics = m_window->graphics();
state.render(graphics);
m_window->frameEnd();
m_modules->onFrameEnd();
m_window->frameEnd();
// m_modules->onFrameEnd();
m_running = m_running && !m_window->wantClose();
}
}
}
}
{
// shutdown last state
auto& state = m_states.active();
state.deactivate();
}
{
// shutdown last state
auto &state = m_states.active();
state.deactivate();
}
return EXIT_SUCCESS;
}
return EXIT_SUCCESS;
}
} //namespace fggl
target_sources(fggl PRIVATE
module.cpp
types.cpp
packed/module.cpp
)
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 20/08/22.
//
#include "fggl/assets/module.hpp"
namespace fggl::assets {
auto AssetFolders::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == Loader::service) {
auto *storage = services.get<data::Storage>();
auto *checkin = services.get<CheckinAdapted>();
services.create<Loader>(storage, checkin);
return true;
}
if (service == AssetManager::service) {
services.create<AssetManager>();
return true;
}
return false;
}
} // namespace fggl::assets
\ 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 20/08/22.
//
#include "fggl/assets/packed/module.hpp"
namespace fggl::assets {
auto PackedAssets::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == RawCheckin::service) {
services.create<RawCheckin>();
return true;
}
if (service == CheckinAdapted::service) {
auto* storage = services.get<data::Storage>();
auto* rawCheckin = services.get<RawCheckin>();
services.create<CheckinAdapted>(storage, rawCheckin);
return true;
}
return false;
}
} // namespace fggl::assets
\ No newline at end of file
/*
* 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 19/11/22.
//
#include <stack>
#include <vector>
#include <memory>
#include <set>
#include <map>
#include <concepts>
#include "fggl/util/guid.hpp"
namespace fggl::assets {
using AssetName = util::OpaqueName<uint64_t, struct AssetRefStruct>;
/**
* The base class representing an asset.
*
* This can be combined with the templated version.
*/
class Asset {
public:
Asset(AssetName name) : m_name(name) {}
virtual ~Asset() = default;
inline void release() {
releaseImpl();
}
bool operator==(const Asset& asset) const {
return m_name == asset.m_name;
}
bool operator!=(const Asset& asset) const {
return m_name != asset.m_name;
}
private:
AssetName m_name;
virtual void releaseImpl() = 0;
};
/**
* Wrapper for types that cannot extend Asset themselves.
*
* @tparam T the asset to wrap
*/
template<typename T>
class AssetBox : public Asset {
public:
AssetBox(T* ptr) : m_ptr(ptr) {}
~AssetBox() override {
release();
}
T* ptr() {
return m_ptr;
}
private:
T* m_ptr;
void releaseImpl() override {
delete m_ptr;
m_ptr = nullptr;
}
};
/**
* Asset Library.
*
* The currently usable set of assets loaded into the engine.
*/
class AssetLibrary {
public:
void load(AssetName name);
void unload(AssetName name);
template<typename T>
requires std::derived_from<T, Asset>
void store(AssetName name, T* ptr) {
m_assets[name] = std::make_unique<T>(ptr);
}
template<typename T>
requires std::derived_from<T, Asset>
void get(AssetName name) const {
Asset* asset = m_assets.at(name).get();
return dynamic_cast<T>(asset);
}
inline Asset* get(AssetName name) const {
return m_assets.at( name ).get();
}
private:
std::map<AssetName, std::unique_ptr<Asset>> m_assets;
};
struct AssetRecord {
AssetName id;
std::vector<AssetName> dependencies;
bool hasDepends(AssetName name) const;
void addDepend(AssetName name);
};
class AssetGraph {
public:
AssetGraph(AssetLibrary* loader);
/**
*
*
* @param name
*/
void require(AssetName& name) {
if ( m_loaded.find(name) != m_loaded.end() ) {
return;
}
m_required.push(name);
}
/**
*
*
* @return
*/
[[nodiscard]]
inline bool isLoadComplete() const {
return m_required.empty();
}
/**
*
*
* @param name
* @return
*/
[[nodiscard]]
inline bool isLoaded(AssetName name) const {
return m_loaded.find(name) != m_loaded.end();
}
/**
*
* @param name
* @param description
*/
void addDependency(AssetName& name, AssetName& description) {
auto& assets = m_assets.at(name);
assets.addDepend(description);
}
/**
*
* @param name
* @param dependency
* @return
*/
[[nodiscard]]
bool hasDependency(AssetName& name , AssetName& dependency) const {
try {
auto &assets = m_assets.at(name);
return assets.hasDepends(dependency);
} catch ( std::out_of_range& ) {
return false;
}
}
/**
*
*/
void process() {
auto asset = m_required.top();
m_loader->load( asset );
m_required.pop();
}
/**
*
*/
void finishLoading() {
while ( !m_loaded.empty() ) {
process();
}
}
private:
std::stack<AssetName> m_required;
std::set<AssetName> m_loaded;
std::map<AssetName, AssetRecord> m_assets;
AssetLibrary* m_loader;
};
} // namespace fggl::assets
\ 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 20/11/22.
//
#include "fggl/assets/types.hpp"
namespace fggl::assets {
auto make_asset_id_rt(const std::string &pack, const std::string &path, const std::string &view) -> AssetID {
auto fullPath = pack + ":" + path;
if (!view.empty()) {
fullPath += "[" + view + "]";
}
#ifndef NDEBUG
util::intern_string(fullPath.c_str());
#endif
auto hash = util::hash_fnv1a_64(fullPath.c_str());
return AssetID::make(hash);
}
auto asset_from_user(const std::string &input, const std::string &pack) -> AssetID {
if (input.find(':') != std::string::npos ) {
// probably fully qualified
#ifndef NDEBUG
util::intern_string(input.c_str());
#endif
auto hash = util::hash_fnv1a_64(input.c_str());
return AssetID::make(hash);
}
// probably local
return make_asset_id_rt(pack, input);
}
}
\ No newline at end of file
target_sources(fggl
PRIVATE
types.cpp
types.cpp
)
)
add_subdirectory(openal)
\ No newline at end of file
add_subdirectory(openal)
add_subdirectory(fallback)
\ No newline at end of file
target_sources(fggl
PRIVATE
audio.cpp
)
/*
* 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 05/11/22.
//
#include "fggl/audio/null_audio.hpp"
namespace fggl::audio {
void NullAudioService::play(const std::string &, bool) {
}
void NullAudioService::play(const fggl::audio::AudioClipShort &, bool) {
}
auto NullAudio::factory(modules::ServiceName service, modules::Services &services) -> bool{
if (service == SERVICE_AUDIO_PLAYBACK) {
services.bind<audio::AudioService, audio::NullAudioService>();
return true;
}
return false;
}
} // namespace fggl::audio
\ No newline at end of file
find_package( OpenAL REQUIRED )
target_link_libraries(fggl PUBLIC OpenAL::OpenAL )
find_package(OpenAL CONFIG)
if (NOT OpenAL_FOUND)
# ubuntu/debian openal-soft package doesn't seem to have a config file
# it's probably falling back to findOpenAL.cmake
message(STATUS "OpenAL-Soft config missing - falling back")
find_package(OpenAL REQUIRED)
target_link_libraries(fggl PUBLIC ${OPENAL_LIBRARY})
target_include_directories(fggl PUBLIC ${OPENAL_INCLUDE_DIR})
else ()
# we're using target-based
message(STATUS "Using OpenAL-Soft config file")
if (TARGET OpenAL::OpenAL)
target_link_libraries(fggl PUBLIC OpenAL::OpenAL)
else ()
target_link_libraries(fggl PUBLIC OpenAL)
endif ()
endif ()
target_sources(fggl
PRIVATE
audio.cpp
module.cpp
)
/*
* ${license.title}
* Copyright (C) 2022 ${license.owner}
* ${license.mailto}
* This file is part of FGGL.
*
* This program 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 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.
*
* This program 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.
* 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 this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* 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/>.
*/
#include "fggl/audio/openal/audio.hpp"
#include "fggl/assets/types.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/util/service.h"
#include "fggl/data/storage.hpp"
#include "../../stb/stb_vorbis.h"
namespace fggl::audio::openal {
auto load_vorbis(assets::Loader* /*loader*/, const assets::AssetID &guid, const assets::LoaderContext &data, void* userPtr) -> assets::AssetRefRaw {
auto *manager = static_cast<assets::AssetManager*>(userPtr);
auto filePath = data.assetPath;
// vorbis
auto* clip = new AudioClipShort();
clip->sampleCount = stb_vorbis_decode_filename( filePath.c_str(), &clip->channels, &clip->sampleRate, &clip->data);
debug::info("clip loaded: channels={}, sampleRate={}, sampleCount={}", clip->channels, clip->sampleRate, clip->sampleCount);
if ( clip->sampleCount == -1 ) {
return nullptr;
}
manager->set(guid, clip);
return nullptr;
}
auto load_vorbis_short(std::filesystem::path path, assets::MemoryBlock& /*block*/) -> bool {
// vorbis
auto* clip = new AudioClipShort();
clip->sampleCount = stb_vorbis_decode_filename( path.c_str(), &clip->channels, &clip->sampleRate, &clip->data);
debug::info("clip loaded: channels={}, sampleRate={}, sampleCount={}", clip->channels, clip->sampleRate, clip->sampleCount);
return clip->sampleCount != 1;
}
auto check_vorbis(const std::filesystem::path& path ) -> assets::AssetTypeID {
if ( path.extension() != ".ogg" ) {
return assets::INVALID_ASSET_TYPE;
}
auto* clip = new AudioClipShort();
clip->sampleCount = stb_vorbis_decode_filename( path.c_str(), &clip->channels, &clip->sampleRate, &clip->data);
if ( clip->sampleCount == -1 ) {
return assets::INVALID_ASSET_TYPE;
}
delete clip;
return ASSET_CLIP_SHORT;
}
void AudioSource::play(const AudioClipShort &clip, bool looping) {
check_error("pre play");
AudioType format = clip.channels == 1 ? AudioType::MONO_16 : AudioType::STEREO_16;
m_splat.setData(format, clip.data, clip.size(), clip.sampleRate);
check_error("saving to buffer");
play(m_splat, looping);
check_error("post play");
}
void AudioServiceOAL::play(const std::string &filename, bool looping) {
debug::info("beginning audio: {}", filename);
// load audio clip into temp storage
AudioClip clip;
auto& locator = util::ServiceLocator::instance();
auto storage = locator.get<data::Storage>();
bool result = storage->load(data::StorageType::Data, filename, &clip);
if ( !result ) {
std::cerr << "error: can't load audio data" << std::endl;
auto assetRef = assets::make_asset_id_rt("core", filename);
auto* clip = m_assets->get<AudioClipShort>(assetRef);
if ( clip == nullptr ) {
debug::warning("audio asset requested, but not loaded: {}", filename);
return;
}
play(clip, looping);
play(*clip, looping);
debug::info("played audio: {}", filename);
}
void AudioServiceOAL::play(AudioClip &clip, bool looping) {
// play the audio on the default (non-positioned) source
if ( m_defaultSource != nullptr ) {
m_defaultSource->play(clip, looping);
void AudioServiceOAL::play(const AudioClipShort &clip, bool looping) {
if ( m_defaultSource == nullptr ){
return;
}
// play the audio on the default (non-positioned) source
m_defaultSource->play(clip, looping);
}
void AudioServiceOAL::release() {
m_defaultSource = nullptr;
alcMakeContextCurrent(nullptr);
alcDestroyContext(m_context);
alcCloseDevice(m_device);
m_context = nullptr;
m_device = nullptr;
}
}
\ 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 05/11/22.
//
#include "fggl/audio/openal/module.hpp"
namespace fggl::audio {
auto OpenAL::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == SERVICE_AUDIO_PLAYBACK) {
auto* assets = services.get<assets::AssetManager>();
{
auto *assetLoader = services.get<assets::Loader>();
assetLoader->setFactory( ASSET_CLIP_SHORT, openal::load_vorbis, assets::LoadType::PATH);
}
{
auto *checkin = services.get<assets::CheckinAdapted>();
checkin->setLoader( RES_OGG_VORBIS, openal::load_vorbis_short, openal::check_vorbis );
}
services.bind<audio::AudioService, openal::AudioServiceOAL>(assets);
return true;
}
return false;
}
}
\ No newline at end of file
/*
* ${license.title}
* Copyright (C) 2022 ${license.owner}
* ${license.mailto}
* This file is part of FGGL.
*
* This program 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 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.
*
* This program 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.
* 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 this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include "fggl/data/storage.hpp"
#include "fggl/audio/audio.hpp"
#include "../stb/stb_vorbis.h"
namespace fggl::audio {
} // namespace fggl::audio
namespace fggl::data {
template<>
bool fggl_deserialize<audio::AudioClip>(std::filesystem::path &data, audio::AudioClip* out) {
out->sampleCount = stb_vorbis_decode_filename(data.c_str(),
&out->channels,
&out->sampleRate,
&out->data);
return out->sampleCount != -1;
}
} // namespace fggl::data
\ No newline at end of file
} // namespace fggl::data