Skip to content
Snippets Groups Projects

Compare revisions

Changes are shown as if the source revision was being merged into the target revision. Learn more about comparing revisions.

Source

Select target project
No results found

Target

Select target project
  • gamedev/fggl
  • onuralpsezer/fggl
2 results
Show changes
Showing
with 1713 additions and 223 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>
......@@ -36,6 +38,16 @@ namespace fggl::gfx {
// optional parts
std::string geometry;
bool hasGeom = false;
static ShaderConfig named(const std::string &name, bool hasGeom = false) {
return {
.name = name,
.vertex = name + "_vert.glsl",
.fragment = name + "_frag.glsl",
.geometry = hasGeom ? name + "_geom.glsl" : "",
.hasGeom = hasGeom
};
}
};
struct ShaderSources {
......@@ -45,14 +57,6 @@ namespace fggl::gfx {
std::string geometrySource;
};
inline ShaderConfig ShaderFromName(const std::string &name) {
return {
name,
name + "_vert.glsl",
name + "_frag.glsl"
};
}
struct BinaryCache {
void *data = nullptr;
GLsizei size = 0;
......@@ -61,15 +65,17 @@ namespace fggl::gfx {
class ShaderCache {
public:
ShaderCache(fggl::data::Storage* storage);
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.
......@@ -80,15 +86,15 @@ namespace fggl::gfx {
void initFallbackPipelines();
private:
std::shared_ptr<fggl::data::Storage> m_storage;
std::unordered_map<std::string, GLuint> m_shaders;
fggl::data::Storage* m_storage;
std::unordered_map<std::string, ShaderPtr> m_shaders;
// extensions
void setupIncludes();
// opengl operations
bool readAndCompileShader(const std::string& filename, GLuint shader);
bool compileShaderFromSource(const std::string& source, GLuint);
bool readAndCompileShader(const std::string &filename, GLuint shader);
bool compileShaderFromSource(const std::string &source, GLuint);
// file io operations
bool loadFromDisk(GLuint pid, const std::string &pipelineName);
......
......@@ -27,6 +27,7 @@
#include "fggl/gfx/ogl/common.hpp"
#include "fggl/math/types.hpp"
#include "fggl/data/texture.hpp"
namespace fggl::gfx::ogl {
......@@ -45,37 +46,43 @@ namespace fggl::gfx::ogl {
public:
Shader() = default;
inline Shader(GLuint obj) : m_obj(obj) {}
// copy constructor bad
Shader(const Shader&) = delete;
Shader& operator=(const Shader&) = delete;
Shader(const Shader &) = delete;
Shader &operator=(const Shader &) = delete;
// Move ok - if handled properly
Shader(Shader&& other);
Shader& operator=(Shader&& other);
Shader(Shader &&other);
Shader &operator=(Shader &&other);
void use() {
glUseProgram( m_obj );
glUseProgram(m_obj);
}
inline bool hasUniform(const std::string_view& name) const {
auto location = glGetUniformLocation( m_obj, name.data() );
inline bool hasUniform(const std::string_view &name) const {
auto location = glGetUniformLocation(m_obj, name.data());
return location != -1;
}
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;
inline Location uniform(const std::string_view &name) const {
auto location = glGetUniformLocation(m_obj, name.data());
if (location == -1) {
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);
}
inline void setUniformI(Location name, GLint value) {
glProgramUniform1i(m_obj, name, value);
}
......@@ -85,15 +92,15 @@ namespace fggl::gfx::ogl {
}
// vector versions (float)
inline void setUniformF(Location name, const math::vec2f& value) {
inline void setUniformF(Location name, const math::vec2f &value) {
glProgramUniform2f(m_obj, name, value.x, value.y);
}
inline void setUniformF(Location name, const math::vec3f& value) {
inline void setUniformF(Location name, const math::vec3f &value) {
glProgramUniform3f(m_obj, name, value.x, value.y, value.z);
}
inline void setUniformF(Location name, const math::vec4f& value) {
inline void setUniformF(Location name, const math::vec4f &value) {
glProgramUniform4f(m_obj, name, value.x, value.y, value.z, value.w);
}
......@@ -111,15 +118,15 @@ namespace fggl::gfx::ogl {
}
// matrix versions
inline void setUniformMtx(Location name, const math::mat2& mtx) {
inline void setUniformMtx(Location name, const math::mat2 &mtx) {
glProgramUniformMatrix2fv(m_obj, name, 1, GL_FALSE, glm::value_ptr(mtx));
}
void setUniformMtx(Location name, const math::mat3& mtx) {
void setUniformMtx(Location name, const math::mat3 &mtx) {
glProgramUniformMatrix3fv(m_obj, name, 1, GL_FALSE, glm::value_ptr(mtx));
}
void setUniformMtx(Location name, const math::mat4& mtx) {
void setUniformMtx(Location name, const math::mat4 &mtx) {
glProgramUniformMatrix4fv(m_obj, name, 1, GL_FALSE, glm::value_ptr(mtx));
}
};
......@@ -165,61 +172,215 @@ namespace fggl::gfx::ogl {
};
enum class PixelFormat {
UNSIGNED_BYTE = GL_UNSIGNED_BYTE,
BYTE,
UNSIGNED_SHORT,
SHORT,
UNSIGNED_INT,
INT,
HALF_FLOAT,
FLOAT,
UNSIGNED_BYTE_3_3_2,
UNSIGNED_BYTE_2_3_3_REV,
UNSIGNED_SHORT_5_6_5,
UNSIGNED_SHORT_5_6_5_REV,
UNSINGED_SHORT_4_4_4_4,
UNSIGNED_SHORT_4_4_4_4_REV,
UNSIGNED_SHORT_5_5_5_1,
UNSIGNED_SHORT_1_5_5_5_REV,
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_BYTE = GL_UNSIGNED_BYTE,
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,
UNSIGNED_SHORT_5_6_5_REV,
UNSINGED_SHORT_4_4_4_4,
UNSIGNED_SHORT_4_4_4_4_REV,
UNSIGNED_SHORT_5_5_5_1,
UNSIGNED_SHORT_1_5_5_5_REV,
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,*/
};
enum class InternalImageFormat {
DepthComponent = GL_DEPTH_COMPONENT,
DepthStencil = GL_DEPTH_STENCIL,
Red = GL_RED,
RedGreen = GL_RG,
RedGreenBlue = GL_RGB,
RedGreenBlueAlpha = GL_RGBA
DepthComponent = GL_DEPTH_COMPONENT,
DepthStencil = GL_DEPTH_STENCIL,
Red = GL_RED,
RedGreen = GL_RG,
RedGreenBlue = GL_RGB,
RedGreenBlueAlpha = GL_RGBA
};
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
R = GL_RED,
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 {
......@@ -227,30 +388,112 @@ namespace fggl::gfx::ogl {
inline explicit Texture(TextureType type) : m_type(type) {
glGenTextures(1, &m_obj);
}
~Texture() {
glDeleteTextures(1, &m_obj);
}
void setup(InternalImageFormat iFmt, math::vec2i size) {
//bind();
glBindTexture( (GLenum)m_type, m_obj );
if ( iFmt == InternalImageFormat::DepthComponent ) {
glTexImage2D((GLenum)
m_type, 0, (GLint) iFmt, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr);
glBindTexture((GLenum) m_type, m_obj);
if (iFmt == InternalImageFormat::DepthComponent) {
glTexImage2D((GLenum)m_type,
0,
(GLint) iFmt,
size.x,
size.y,
0,
GL_DEPTH_COMPONENT,
GL_UNSIGNED_BYTE,
nullptr);
} else {
glTexImage2D((GLenum)
m_type, 0, (GLint) iFmt, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
m_type, 0, (GLint) iFmt, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
}
}
void setData(InternalImageFormat iFmt, Image& image) {
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)image.type, image.data);
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 setDataPart(math::vec2i offset, Image& image) {
glTexImage2D( (GLenum)m_type, 0, offset.x, offset.y, image.size.x, image.size.y, (GLenum)image.format, (GLenum)image.type, image.data);
void setData(InternalImageFormat iFmt, Image &image) {
//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) 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) {
glTexImage2D((GLenum) m_type,
0,
offset.x,
offset.y,
image.size.x,
image.size.y,
(GLenum) image.format,
(GLenum) image.type(),
image.dataPtr());
}
void wrapMode(Wrapping wrap);
......@@ -263,9 +506,9 @@ namespace fggl::gfx::ogl {
* @param textureUnit the texture unit to bind to
*/
inline void bind(unsigned int textureUnit) {
assert( 0 <= textureUnit && textureUnit < GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS );
glActiveTexture( GL_TEXTURE0 + textureUnit );
glBindTexture( (GLenum) m_type, m_obj );
assert(textureUnit < GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture((GLenum) m_type, m_obj);
}
private:
......@@ -275,6 +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,
......@@ -282,7 +527,7 @@ namespace fggl::gfx::ogl {
FIXED = GL_FIXED
};
enum class BuffAttrI{
enum class BuffAttrI {
BYTE = GL_BYTE,
UBYTE = GL_UNSIGNED_BYTE,
SHORT = GL_SHORT,
......@@ -296,7 +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,
......@@ -365,51 +610,51 @@ namespace fggl::gfx::ogl {
}
// copy constructor bad
Buffer(const Buffer&) = delete;
Buffer& operator=(const Buffer&) = delete;
Buffer(const Buffer &) = delete;
Buffer &operator=(const Buffer &) = delete;
Buffer(Buffer&& other) : m_obj(other.m_obj), m_capacity(other.m_capacity) {
Buffer(Buffer &&other) : m_obj(other.m_obj), m_capacity(other.m_capacity) {
other.obj_ = 0;
other.m_capacity = 0;
}
Buffer& operator=(Buffer&& other) {
if ( this != &other) {
Buffer &operator=(Buffer &&other) {
if (this != &other) {
release();
std::swap( m_obj, other.m_obj );
std::swap( m_capacity, other.m_capacity );
std::swap(m_obj, other.m_obj);
std::swap(m_capacity, other.m_capacity);
}
}
void bind() const {
assert( m_obj != 0 );
glBindBuffer( (GLenum)T, m_obj );
assert(m_obj != 0);
glBindBuffer((GLenum) T, m_obj);
}
inline bool isValid() const {
return m_obj != 0;
};
void write(GLsizeiptr size, const GLvoid* data, BufUsage usage) {
void write(GLsizeiptr size, const GLvoid *data, BufUsage usage) {
bind();
glBufferData( (GLenum)T, size, data, (GLenum)usage);
glBufferData((GLenum) T, size, data, (GLenum) usage);
}
void update(GLintptr offset, GLsizeiptr size, const void* data) {
void update(GLintptr offset, GLsizeiptr size, const void *data) {
}
template<typename D>
void replace(std::size_t size, const D* data) {
void replace(std::size_t size, const D *data) {
bind();
GLsizeiptr sizePtr = size * sizeof(D);
if ( sizePtr > m_capacity) {
glBufferData( (GLenum)T, sizePtr, data, GL_STREAM_DRAW );
if (sizePtr > m_capacity) {
glBufferData((GLenum) T, sizePtr, data, GL_STREAM_DRAW);
m_capacity = sizePtr;
} else {
glBufferSubData((GLenum)T, 0, sizePtr, data);
glBufferSubData((GLenum) T, 0, sizePtr, data);
}
glBindBuffer( (GLenum)T, 0 );
glBindBuffer((GLenum) T, 0);
}
};
......@@ -432,9 +677,9 @@ 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{
struct attr_type {
const static BuffAttrF attr;
const static GLint size;
};
......@@ -465,32 +710,32 @@ namespace fggl::gfx::ogl {
~VertexArray();
// copy constructors bad
VertexArray(const VertexArray&) = delete;
VertexArray& operator=(const VertexArray) = delete;
VertexArray(const VertexArray &) = delete;
VertexArray &operator=(const VertexArray) = delete;
// move constructors might be ok
VertexArray(VertexArray&& other) noexcept;
VertexArray& operator=(VertexArray&& other);
VertexArray(VertexArray &&other) noexcept;
VertexArray &operator=(VertexArray &&other);
inline void bind() const {
assert( m_obj != 0);
glBindVertexArray( m_obj );
assert(m_obj != 0);
glBindVertexArray(m_obj);
}
void setAttribute(const ArrayBuffer& buffer, GLuint idx, AttributeF& attr);
void setAttribute(const ArrayBuffer& buffer, GLuint idx, AttributeI& attr, bool normalized);
void setAttributeI(const ArrayBuffer& buffer, GLuint idx, AttributeI& attr);
void setAttribute(const ArrayBuffer &buffer, GLuint idx, AttributeF &attr);
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
void bind_vertex_array(GLuint& marker);
void unbind_vertex_array(GLuint& marker);
void bind_vertex_array(GLuint &marker);
void unbind_vertex_array(GLuint &marker);
template<BufType T>
void bind_buffer(GLuint* marker, const Buffer<T>& buff) {
void bind_buffer(GLuint *marker, const Buffer<T> &buff) {
#ifdef FGGL_GL_PARANOID
assert( marker != nullptr );
glGetIntegerv( (GLenum)T, (GLint*) marker );
......@@ -499,7 +744,7 @@ namespace fggl::gfx::ogl {
}
template<BufType T>
void unbind_buffer(GLuint* marker, const Buffer<T>& buff) {
void unbind_buffer(GLuint *marker, const Buffer<T> &buff) {
#ifdef GL_FGGL_PARANOID
assert( marker != nullptr );
glBindVertexArray(marker);
......
......@@ -29,8 +29,8 @@ namespace fggl::gfx::ogl4 {
class CanvasRenderer {
public:
CanvasRenderer(gui::FontLibrary* fonts);
void render(GLuint shader, const gfx::Paint& paint);
CanvasRenderer(gui::FontLibrary *fonts);
void render(ogl::Shader& shader, const gfx::Paint &paint);
inline gfx::Bounds bounds() const {
return m_bounds;
......@@ -41,11 +41,11 @@ namespace fggl::gfx::ogl4 {
ogl::VertexArray m_vao;
ogl::ArrayBuffer m_vertexList;
ogl::ElementBuffer m_indexList;
gui::FontLibrary* m_fonts;
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;
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.
*
......@@ -26,9 +28,9 @@
*/
namespace fggl::gfx::ogl4 {
constexpr const char* FALLBACK_CANVAS_PIPELINE = "fallback_canvas";
constexpr const char *FALLBACK_CANVAS_PIPELINE = "fallback_canvas";
constexpr const char* FALLBACK_CANVAS_VERTEX_SHADER = R"glsl(
constexpr const char *FALLBACK_CANVAS_VERTEX_SHADER = R"glsl(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec3 aColour;
......@@ -45,7 +47,7 @@ namespace fggl::gfx::ogl4 {
texPos = aTexPos;
})glsl";
constexpr const char* FALLBACK_CANVAS_FRAGMENT_SHADER = R"glsl(
constexpr const char *FALLBACK_CANVAS_FRAGMENT_SHADER = R"glsl(
#version 330 core
uniform sampler2D tex;
......@@ -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
......@@ -25,11 +25,32 @@
#include "fggl/gfx/ogl/shader.hpp"
#include "fggl/gfx/ogl/backend.hpp"
#include "fggl/gfx/ogl/types.hpp"
#include "fggl/ecs3/ecs.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";
......@@ -42,41 +63,53 @@ 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;
StaticModelRenderer(const StaticModelRenderer& other) = delete;
StaticModelRenderer(StaticModelRenderer&& other) = delete;
StaticModelRenderer(const StaticModelRenderer &other) = delete;
StaticModelRenderer(StaticModelRenderer &&other) = delete;
StaticModelRenderer& operator=(const StaticModelRenderer& other) = delete;
StaticModelRenderer& operator=(StaticModelRenderer&& other) = delete;
StaticModelRenderer &operator=(const StaticModelRenderer &other) = delete;
StaticModelRenderer &operator=(StaticModelRenderer &&other) = delete;
void render(ecs3::World& 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(ecs3::World& 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 ecs3::World& world);
void renderModelsForward(const entity::EntityManager &world, bool debugMode);
gfx::ShaderCache* m_shaders;
std::shared_ptr< ogl::Shader > m_phong;
assets::AssetManager *m_assets;
gfx::ShaderCache *m_shaders;
std::shared_ptr<ogl::Shader> m_phong;
ogl::VertexArray m_vao;
ogl::ArrayBuffer m_vertexList;
ogl::ElementBuffer m_indexList;
......
......@@ -20,7 +20,14 @@
#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"
#include "fggl/gfx/setup.hpp"
......@@ -30,27 +37,20 @@
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 char *name = "fggl::gfx::OpenGL4";
constexpr static const std::array<modules::ServiceName, 1> provides = {
WindowGraphics::service
};
constexpr static const std::array<modules::ModuleService, 2> depends = {
constexpr static const std::array<modules::ServiceName, 5> depends = {
data::Storage::service,
gui::FontLibrary::service
assets::AssetManager::service,
assets::CheckinAdapted::service,
gui::FontLibrary::service,
entity::EntityFactory::service
};
static const modules::ServiceFactory factory;
};
bool ogl4_factory(modules::ModuleService service, modules::Services& services) {
if (service == WindowGraphics::service) {
auto storage = services.get<data::Storage>();
auto font_library = services.get<gui::FontLibrary>();
services.bind<WindowGraphics, ogl4::WindowGraphics>(storage, font_library);
return true;
}
return false;
}
const modules::ServiceFactory OpenGL4::factory = ogl4_factory;
static bool factory(modules::ServiceName name, modules::Services &serviceManager);
};
} //namespace fggl::gfx
......
......@@ -24,33 +24,39 @@
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;
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;
data::Storage *m_storage;
gui::FontLibrary *m_fonts;
assets::AssetManager *m_assets;
};
fggl::gfx::Graphics *WindowGraphics::create(display::Window &window) {
return new OpenGL4Backend(m_storage, m_fonts);
}
} // namespace fggl::gfx::ogl4
#endif //FGGL_GFX_OGL4_SETUP_HPP
......@@ -23,6 +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 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);
}
//
// 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,
......@@ -67,6 +208,70 @@ namespace fggl::gfx {
std::vector<math::vec3> m_colours;
};
inline Path2D make_rect(math::vec2 center, math::vec2 radius, math::vec3 colour = {1.0f, 1.0f, 1.0f}) {
fggl::gfx::Path2D tileGfx(center);
tileGfx.colour(colour);
tileGfx.moveTo(center - radius);
tileGfx.pathTo({center.x + radius.x, center.y - radius.y});
tileGfx.pathTo(center + radius);
tileGfx.pathTo({center.x - radius.x, center.y + radius.y});
tileGfx.close();
return tileGfx;
}
struct ShapeOpts {
float angleOffset = 0.0F;
bool sinFirst = true;
};
inline Path2D make_shape(math::vec2 center, float radius, int sides, math::vec3 colour = colours::WHITE, ShapeOpts opts = {}) {
float angle = ((math::PI * 2.0F) / sides);
fggl::gfx::Path2D tileGfx(center);
tileGfx.colour(colour);
for (int i=0; i < sides; ++i) {
math::vec2 pos (
(float)(cosf(i * angle + opts.angleOffset) * radius),
(float)(sinf(i * angle + opts.angleOffset) * radius)
);
pos += center;
if ( i == 0 ) {
tileGfx.moveTo( pos );
} else {
tileGfx.pathTo( pos );
}
}
tileGfx.close();
return tileGfx;
}
inline Path2D make_arc(math::vec2 center, float radius, float start, float end, math::vec3 colour = colours::WHITE, int slices = 25) {
const float angle = (M_PI * 2.0) / slices;
fggl::gfx::Path2D tileGfx(center);
tileGfx.colour(colour);
tileGfx.moveTo(center);
for (float totalAngle = start; totalAngle < end; totalAngle += angle) { // NOLINT(cert-flp30-c)
float xPos = (float)(sinf(totalAngle) * radius) + center.x;
float yPos = (float)(cosf(totalAngle) * radius) + center.y;
tileGfx.pathTo({xPos, yPos});
if ( (totalAngle + angle) > end) {
break;
}
}
{
float xPos = (float) (sinf(end) * radius) + center.x;
float yPos = (float) (cosf(end) * radius) + center.y;
tileGfx.pathTo( {xPos, yPos} );
}
tileGfx.close();
return tileGfx;
}
enum class PaintType {
FILL,
STROKE
......@@ -80,6 +285,7 @@ namespace fggl::gfx {
struct TextCmd {
const std::string text;
const math::vec2 pos;
const math::vec3 colour;
};
class Paint {
......@@ -95,15 +301,15 @@ 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 {
return m_cmds;
}
const std::vector<TextCmd>& textCmds() const {
const std::vector<TextCmd> &textCmds() const {
return m_text;
}
......
/*
* 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
......@@ -20,11 +20,13 @@
#define FGGL_GFX_PHONG_HPP
#include "fggl/math/types.hpp"
#include "fggl/util/guid.hpp"
namespace fggl::gfx {
struct PhongMaterial {
constexpr static const char* name = "gfx::material";
constexpr static const char *name = "gfx::material";
constexpr static const util::GUID guid = util::make_guid("gfx::material");
math::vec3 emission;
math::vec3 ambient;
math::vec3 diffuse;
......@@ -32,14 +34,14 @@ namespace fggl::gfx {
float shininess;
};
constexpr math::vec3 DEFAULT_EMISSION {0.0F, 0.0F, 0.0F};
constexpr math::vec3 DEFAULT_AMBIENT { 0.05F, 0.05F, 0.05F};
constexpr math::vec3 DEFAULT_DIFFUSE { 0.5F, 0.5F, 0.5F};
constexpr math::vec3 DEFAULT_SPECULAR { 0.7F, 0.7F, 0.7F};
constexpr math::vec3 DEFAULT_EMISSION{0.0F, 0.0F, 0.0F};
constexpr math::vec3 DEFAULT_AMBIENT{0.05F, 0.05F, 0.05F};
constexpr math::vec3 DEFAULT_DIFFUSE{0.5F, 0.5F, 0.5F};
constexpr math::vec3 DEFAULT_SPECULAR{0.7F, 0.7F, 0.7F};
//constexpr float DEFAULT_SHININESS = .078125F;
constexpr float DEFAULT_SHININESS = 16.0F;
constexpr PhongMaterial DEFAULT_MATERIAL {
constexpr PhongMaterial DEFAULT_MATERIAL{
DEFAULT_EMISSION,
DEFAULT_AMBIENT,
DEFAULT_DIFFUSE,
......@@ -48,7 +50,29 @@ namespace fggl::gfx {
};
struct Light {
constexpr static const char* name = "gfx::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;
bool local;
bool spot;
......
......@@ -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
......@@ -29,25 +29,48 @@ namespace fggl::gui {
}
void add(std::unique_ptr<Widget> widget);
virtual inline void layout() {}
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;
~Panel() = default;
void render(gfx::Paint& paint) override;
void render(gfx::Paint &paint) override;
};
......
......@@ -25,13 +25,15 @@
#include "fggl/math/types.hpp"
#include "fggl/data/storage.hpp"
#include "fggl/util/service.hpp"
#include "fggl/modules/module.hpp"
#include <ft2build.h>
#include FT_FREETYPE_H
namespace fggl::gui {
constexpr const char* DEFAULT_FONT_NAME = "LiberationSans-Regular.ttf";
struct GlyphMetrics {
math::vec2 size;
......@@ -44,45 +46,45 @@ namespace fggl::gui {
explicit FontFace(FT_Face face);
~FontFace();
FontFace(const FontFace&) = delete;
FontFace(FontFace&&) = delete;
FontFace& operator=(const FontFace&) = delete;
FontFace& operator=(FontFace&&) = delete;
FontFace(const FontFace &) = delete;
FontFace(FontFace &&) = delete;
FontFace &operator=(const FontFace &) = delete;
FontFace &operator=(FontFace &&) = delete;
inline GlyphMetrics& metrics(char letter){
inline GlyphMetrics &metrics(char letter) {
auto itr = m_metrics.find(letter);
if ( itr == m_metrics.end() ) {
if (itr == m_metrics.end()) {
return populateMetrics(letter);
}
return itr->second;
}
math::vec2 stringSize(const std::string& text);
void texture(char letter, int& width, int& height, void** buff);
math::vec2 stringSize(const std::string &text);
void texture(char letter, int &width, int &height, unsigned char **buff);
private:
FT_Face m_face;
std::map<char, GlyphMetrics> m_metrics;
GlyphMetrics& populateMetrics(char letter);
GlyphMetrics &populateMetrics(char letter);
};
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
FontLibrary(const FontLibrary&) = delete;
FontLibrary(FontLibrary&&) = delete;
FontLibrary& operator=(const FontLibrary&) = delete;
FontLibrary& operator=(FontLibrary&&) = delete;
FontLibrary(const FontLibrary &) = delete;
FontLibrary(FontLibrary &&) = delete;
FontLibrary &operator=(const FontLibrary &) = delete;
FontLibrary &operator=(FontLibrary &&) = delete;
inline std::shared_ptr<FontFace> getFont(const std::string& name) {
inline std::shared_ptr<FontFace> getFont(const std::string &name) {
auto fontItr = m_cache.find(name);
if ( fontItr != m_cache.end() ) {
if (fontItr != m_cache.end()) {
return fontItr->second;
}
......@@ -90,7 +92,7 @@ namespace fggl::gui {
auto path = m_storage->resolvePath(data::StorageType::Data, name);
FT_Face face;
if ( FT_New_Face(m_context, path.string().c_str(), 0, &face) ) {
if (FT_New_Face(m_context, path.string().c_str(), 0, &face)) {
return nullptr;
}
FT_Set_Pixel_Sizes(face, 0, 18);
......@@ -101,10 +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;
data::Storage *m_storage;
std::map<const std::string, std::shared_ptr<FontFace>> m_cache;
std::shared_ptr<FontFace> m_defaultFont;
};
} // nmespace fggl::gui
......