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  • gamedev/fggl
  • onuralpsezer/fggl
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with 920 additions and 101 deletions
......@@ -58,7 +58,7 @@ namespace fggl::entity::grid {
}
private:
constexpr static math::vec2i size = math::vec2i(width, height);
constexpr static math::vec2i size = math::vec2ui(width, height);
std::array<T, size.x * size.y> m_cells;
inline uint32_t getCellIndex(GridPos pos) const {
......@@ -111,32 +111,32 @@ namespace fggl::entity::grid {
void clear() {
WallState noWall;
for (auto x = 0U; x<width; ++x) {
for (auto y=0U; y<height; ++y) {
m_floors.set({x, y}, 0);
m_walls.set({x, y}, noWall);
for (auto xPos = 0U; xPos<width; ++xPos) {
for (auto yPos=0U; yPos<height; ++yPos) {
m_floors.set({xPos, yPos}, 0);
m_walls.set({xPos, yPos}, noWall);
}
}
}
inline FloorTile& floorAt(uint32_t x, uint32_t y) {
return m_tiles.m_floors.at( m_floors.get({x, y}) );
inline FloorTile& floorAt(uint32_t xPos, uint32_t yPos) {
return m_tiles.m_floors.at( m_floors.get({xPos, yPos}) );
}
inline void setFloorAt(uint32_t x, uint32_t y, uint32_t floor) {
m_floors.set({x, y}, floor);
inline void setFloorAt(uint32_t xPos, uint32_t yPos, uint32_t floor) {
m_floors.set({xPos, yPos}, floor);
}
inline WallTile& wallAt(uint32_t x, uint32_t y, bool north) {
inline WallTile& wallAt(uint32_t xPos, uint32_t yPos, bool north) {
if (north) {
return m_tiles.m_walls.at(m_walls.get({x, y}).north);
return m_tiles.m_walls.at(m_walls.get({xPos, yPos}).north);
} else {
return m_tiles.m_walls.at(m_walls.get({x, y}).west);
return m_tiles.m_walls.at(m_walls.get({xPos, yPos}).west);
}
}
inline void setWallAt(uint32_t x, uint32_t y, bool north, uint32_t wall) {
auto& state = m_walls.get({x, y});
inline void setWallAt(uint32_t xPos, uint32_t yPos, bool north, uint32_t wall) {
auto& state = m_walls.get({xPos, yPos});
if (north) {
state.north = wall;
} else {
......
......@@ -31,7 +31,9 @@
namespace fggl::entity {
constexpr auto PROTOTYPE_ASSET = assets::AssetType::make("entity_prototype");
constexpr auto ENTITY_PROTOTYPE = assets::make_asset_type("entity/prototype");
constexpr auto ENTITY_SCENE = assets::make_asset_type("entity/scene");
using FactoryFunc = std::function<void(const ComponentSpec &config, EntityManager &, const EntityID &, modules::Services &svc)>;
using CustomiseFunc = std::function<void(EntityManager &, const EntityID &)>;
......@@ -42,7 +44,7 @@ namespace fggl::entity {
class EntityFactory {
public:
constexpr static const modules::ModuleService service = modules::make_service("fggl::entity:Factory");
constexpr static const modules::ServiceName service = modules::make_service("fggl::entity:Factory");
inline EntityFactory(modules::Services &services) : m_services(services) {}
......@@ -66,12 +68,22 @@ namespace fggl::entity {
finisher( manager, entity );
}
// use metadata to finalise
processTags(manager, entity, spec);
return entity;
}
void processTags(EntityManager& manager, EntityID id, EntityType spec) {
auto type = m_prototypes.at(spec);
for ( auto& tag : type.tags ) {
manager.addTag(id, tag);
}
}
void log_known_types() const {
debug::debug("dumping known types:");
for(auto& [k,v] : m_factories) {
for(const auto& [k,v] : m_factories) {
debug::debug("\ttype: {}", k);
}
}
......@@ -90,6 +102,10 @@ namespace fggl::entity {
m_factories.erase(configNode);
}
inline FactoryInfo& getInfo(ComponentID comp) {
return m_factories.at(comp);
}
private:
modules::Services m_services;
std::map<ComponentID, FactoryInfo> m_factories;
......@@ -157,7 +173,8 @@ namespace fggl::entity {
}
};
assets::AssetRefRaw load_prototype(assets::Loader* loader, EntityFactory *factory, const assets::AssetGUID &guid, assets::AssetData data);
assets::AssetRefRaw load_prototype(assets::Loader* loader, const assets::AssetID &guid, const assets::LoaderContext& data, EntityFactory* factory);
assets::AssetRefRaw load_scene(assets::Loader* loader, const assets::AssetID& asset, const assets::LoaderContext& data, void* ptr);
} // namespace fggl::entity
......
......@@ -51,6 +51,7 @@ namespace fggl::entity {
struct EntitySpec {
EntityType parent = NO_PARENT;
std::vector<util::GUID> tags;
std::vector<ComponentID> ordering;
std::map<ComponentID, ComponentSpec> components;
......
......@@ -22,19 +22,23 @@
#include "fggl/modules/module.hpp"
#include "fggl/assets/loader.hpp"
#include "fggl/assets/packed/adapter.hpp"
#include "fggl/entity/loader/loader.hpp"
namespace fggl::entity {
constexpr auto MIME_SCENE = assets::from_mime("x-fggl/scene");
struct ECS {
constexpr static const char *name = "fggl::entity::ECS";
constexpr static const std::array<modules::ModuleService, 1> provides = {
constexpr static const std::array<modules::ServiceName, 1> provides = {
EntityFactory::service
};
constexpr static const std::array<modules::ModuleService, 1> depends = {
assets::Loader::service
constexpr static const std::array<modules::ServiceName, 2> depends = {
assets::Loader::service,
assets::CheckinAdapted::service
};
static bool factory(modules::ModuleService name, modules::Services &serviceManager);
static bool factory(modules::ServiceName name, modules::Services &serviceManager);
};
void install_component_factories(EntityFactory *factory);
......
......@@ -27,6 +27,10 @@ namespace fggl::gfx {
float fov = glm::radians(45.0f);
float nearPlane = 0.1f;
float farPlane = 100.0f;
inline math::mat4 perspective() const {
return glm::perspective(fov, aspectRatio, nearPlane, farPlane);
}
};
inline math::mat4 calc_proj_matrix(const Camera &camera) {
......
......@@ -23,6 +23,7 @@
#include "fggl/entity/entity.hpp"
#include "fggl/modules/module.hpp"
//! Classes responsible for rendering content
namespace fggl::gfx {
struct Bounds {
......@@ -34,7 +35,7 @@ namespace fggl::gfx {
class Graphics {
public:
constexpr static const modules::ModuleService service = modules::make_service("fggl::gfx::Graphics");
constexpr static const auto service = modules::make_service("fggl::gfx::Graphics");
virtual ~Graphics() = default;
virtual void clear() = 0;
......@@ -43,7 +44,7 @@ namespace fggl::gfx {
virtual Bounds canvasBounds() = 0;
virtual void draw2D(const Paint &paint) = 0;
virtual void drawScene(entity::EntityManager &) = 0;
virtual void drawScene(entity::EntityManager &, bool debugMode = false) = 0;
};
} // namespace fggl::gfx
......
......@@ -24,7 +24,6 @@
* FGGL OpenGL 4.x rendering backend.
*/
namespace fggl::gfx {
}
#endif
......@@ -30,21 +30,7 @@
namespace fggl::gfx {
enum GlRenderType {
triangles = GL_TRIANGLES,
triangle_strip = GL_TRIANGLE_STRIP
};
struct GlRenderToken {
constexpr static const char name[] = "RenderToken";
GLuint vao;
GLuint buffs[2];
GLuint idxOffset;
GLsizei idxSize;
GLuint pipeline;
GLuint restartVertex;
GlRenderType renderType = triangles;
};
using GlFunctionLoader = GLADloadproc;
/**
* Class responsible for managing the OpenGL context.
......@@ -55,7 +41,7 @@ namespace fggl::gfx {
*/
class OpenGL4Backend : public Graphics {
public:
explicit OpenGL4Backend(data::Storage *storage, gui::FontLibrary *fonts, assets::AssetManager *assets);
explicit OpenGL4Backend(data::Storage *storage, gui::FontLibrary *fonts, assets::AssetManager *assets, GlFunctionLoader loader);
~OpenGL4Backend() override = default;
// copy bad
......@@ -91,12 +77,12 @@ namespace fggl::gfx {
*
* @param world the world to render
*/
void drawScene(entity::EntityManager &world) override;
void drawScene(entity::EntityManager &world, bool debugMode=false) override;
/**
* Get the 2D canvas bounds.
*
* @return
* @return the canvas bounds
*/
inline Bounds canvasBounds() override {
return m_canvasRenderer->bounds();
......
......@@ -27,6 +27,7 @@
#include "fggl/gfx/ogl/common.hpp"
#include "fggl/math/types.hpp"
#include "fggl/data/texture.hpp"
namespace fggl::gfx::ogl {
......@@ -172,14 +173,14 @@ namespace fggl::gfx::ogl {
enum class PixelFormat {
UNSIGNED_BYTE = GL_UNSIGNED_BYTE,
BYTE,
UNSIGNED_SHORT,
SHORT,
UNSIGNED_INT,
INT,
HALF_FLOAT,
FLOAT,
BYTE = GL_BYTE,
UNSIGNED_SHORT = GL_UNSIGNED_SHORT,
SHORT = GL_SHORT,
UNSIGNED_INT = GL_UNSIGNED_INT,
INT = GL_INT,
//HALF_FLOAT = GL_HALF_FLOAT,
FLOAT = GL_FLOAT,
/*
UNSIGNED_BYTE_3_3_2,
UNSIGNED_BYTE_2_3_3_REV,
UNSIGNED_SHORT_5_6_5,
......@@ -191,7 +192,7 @@ namespace fggl::gfx::ogl {
UNSIGNED_INT_8_8_8_8,
UNSIGNED_INT_8_8_8_8_REV,
UNSIGNED_INT_10_10_10_10_2,
UNSIGNED_INT_10_10_10_10_2_REV,
UNSIGNED_INT_10_10_10_10_2_REV,*/
};
enum class InternalImageFormat {
......@@ -205,27 +206,181 @@ namespace fggl::gfx::ogl {
enum class ImageFormat {
R = GL_RED,
RG,
RGB,
RGBA,
R_INT,
RG_INT,
RGB_INT,
RGBA_INT,
BGR,
BGRA,
BGR_INT,
BGRA_INT,
STENTICL_INDEX,
DEPTH_COMPONENT,
DEPTH_STENCIL
RG = GL_RG,
RGB = GL_RGB,
RGBA = GL_RGBA,
R_INT = GL_RED_INTEGER,
RG_INT = GL_RG_INTEGER,
RGB_INT = GL_RGB_INTEGER,
RGBA_INT = GL_RGBA_INTEGER,
BGR = GL_BGR,
BGRA = GL_BGRA,
BGR_INT = GL_BGR_INTEGER,
BGRA_INT = GL_BGRA_INTEGER,
STENTICL_INDEX = GL_STENCIL_INDEX,
DEPTH_COMPONENT = GL_DEPTH_COMPONENT,
DEPTH_STENCIL = GL_DEPTH_STENCIL
};
struct Image {
struct PixelDataArray {
PixelFormat type;
union {
unsigned char *uc;
char *c;
std::uint16_t *us;
std::int16_t *s;
float *f;
std::int32_t *i;
std::uint32_t *ui;
};
bool owning;
inline PixelDataArray(PixelFormat fmt, std::size_t size) : type(fmt), owning(true) {
switch (type) {
case PixelFormat::UNSIGNED_BYTE:
uc = new unsigned char[size];
break;
case PixelFormat::BYTE:
c = new char[size];
break;
case PixelFormat::UNSIGNED_SHORT:
us = new std::uint16_t[size];
break;
case PixelFormat::SHORT:
s = new std::int16_t[size];
break;
case PixelFormat::FLOAT:
f = new float[size];
break;
case PixelFormat::INT:
i = new std::int32_t[size];
break;
case PixelFormat::UNSIGNED_INT:
ui = new std::uint32_t[size];
break;
}
}
inline explicit PixelDataArray(unsigned char* data) : type(PixelFormat::UNSIGNED_BYTE), uc(data), owning(false) {}
inline explicit PixelDataArray(char* data) : type(PixelFormat::BYTE), c(data), owning(false) {}
// no copy
PixelDataArray(const PixelDataArray&) = delete;
PixelDataArray& operator=(const PixelDataArray&) = delete;
// move ok
PixelDataArray(PixelDataArray&& other) : type(other.type), owning(other.owning) {
switch (type) {
case PixelFormat::UNSIGNED_BYTE:
uc = other.uc;
other.uc = nullptr;
break;
case PixelFormat::BYTE:
c = other.c;
other.c = nullptr;
break;
case PixelFormat::UNSIGNED_SHORT:
us = other.us;
other.us = nullptr;
break;
case PixelFormat::SHORT:
s = other.s;
other.s = nullptr;
break;
case PixelFormat::FLOAT:
f = other.f;
other.f = nullptr;
break;
case PixelFormat::INT:
i = other.i;
other.i = nullptr;
break;
case PixelFormat::UNSIGNED_INT:
ui = other.ui;
other.ui = nullptr;
break;
}
}
inline ~PixelDataArray() {
if (owning) {
switch (type) {
case PixelFormat::UNSIGNED_BYTE: delete[] uc;
uc = nullptr;
break;
case PixelFormat::BYTE: delete[] c;
c = nullptr;
break;
case PixelFormat::UNSIGNED_SHORT: delete[] us;
us = nullptr;
break;
case PixelFormat::SHORT: delete[] s;
s = nullptr;
break;
case PixelFormat::FLOAT: delete[] f;
f = nullptr;
break;
case PixelFormat::INT: delete[] i;
i = nullptr;
break;
case PixelFormat::UNSIGNED_INT:
delete[] ui;
ui = nullptr;
break;
}
}
}
void* data() {
switch (type) {
case PixelFormat::UNSIGNED_BYTE:
return uc;
case PixelFormat::BYTE:
return c;
case PixelFormat::UNSIGNED_SHORT:
return us;
case PixelFormat::SHORT:
return s;
case PixelFormat::FLOAT:
return f;
case PixelFormat::INT:
return i;
case PixelFormat::UNSIGNED_INT:
return ui;
}
// unknown type?
return nullptr;
}
};
struct Image {
ImageFormat format;
math::vec2i size;
void *data;
PixelDataArray data;
//Image() = default;
inline Image(ImageFormat fmt, PixelFormat pxFmt, math::vec2i asize) :
format(fmt),
size(asize),
data(pxFmt, asize.x * asize.y){}
inline Image(ImageFormat fmt, math::vec2i asize, PixelDataArray&& adata) :
format(fmt),
size(asize),
data(std::move(adata)) {}
Image(const Image&) = delete;
inline PixelFormat type() const {
return data.type;
}
void* dataPtr() {
return data.data();
}
};
class Texture {
......@@ -242,8 +397,7 @@ namespace fggl::gfx::ogl {
//bind();
glBindTexture((GLenum) m_type, m_obj);
if (iFmt == InternalImageFormat::DepthComponent) {
glTexImage2D((GLenum)
m_type,
glTexImage2D((GLenum)m_type,
0,
(GLint) iFmt,
size.x,
......@@ -258,6 +412,25 @@ namespace fggl::gfx::ogl {
}
}
void setData(InternalImageFormat iFmt, Image &image, PixelFormat extFormat) {
//bind();
glBindTexture((GLenum) m_type, m_obj);
glTexImage2D((GLenum) m_type,
0,
(GLint) iFmt,
image.size.x,
image.size.y,
0,
(GLenum) image.format,
(GLenum) extFormat,
image.dataPtr());
if ( m_type == TextureType::Tex2D ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
void setData(InternalImageFormat iFmt, Image &image) {
//bind();
glBindTexture((GLenum) m_type, m_obj);
......@@ -268,8 +441,47 @@ namespace fggl::gfx::ogl {
image.size.y,
0,
(GLenum) image.format,
(GLenum) image.type,
image.data);
(GLenum) image.type(),
image.dataPtr());
if ( m_type == TextureType::Tex2D ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
void setData(InternalImageFormat iFmt, const data::Texture2D *image) {
ImageFormat imageFormat;
if (image->channels == 1) {
imageFormat = ImageFormat::R;
} else if ( image->channels == 2) {
imageFormat = ImageFormat::RG;
} else if ( image->channels == 3) {
imageFormat = ImageFormat::RGB;
} else if ( image->channels == 4) {
imageFormat = ImageFormat::RGBA;
} else {
// unknown image format -> channels mapping, having a bad day!
return;
}
//bind();
glBindTexture((GLenum) m_type, m_obj);
glTexImage2D((GLenum) m_type,
0,
(GLint) iFmt,
image->size.x,
image->size.y,
0,
(GLenum) imageFormat,
GL_UNSIGNED_BYTE,
image->data);
if ( m_type == TextureType::Tex2D ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
void setDataPart(math::vec2i offset, Image &image) {
......@@ -280,8 +492,8 @@ namespace fggl::gfx::ogl {
image.size.x,
image.size.y,
(GLenum) image.format,
(GLenum) image.type,
image.data);
(GLenum) image.type(),
image.dataPtr());
}
void wrapMode(Wrapping wrap);
......@@ -306,6 +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,
......@@ -327,7 +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,
......@@ -463,7 +677,7 @@ namespace fggl::gfx::ogl {
std::size_t offset;
};
// type intrincs to make interface nicer
// type intrinsics to make interface nicer
template<typename T>
struct attr_type {
const static BuffAttrF attr;
......@@ -512,8 +726,8 @@ namespace fggl::gfx::ogl {
void setAttribute(const ArrayBuffer &buffer, GLuint idx, AttributeI &attr, bool normalized);
void setAttributeI(const ArrayBuffer &buffer, GLuint idx, AttributeI &attr);
void drawElements(const ElementBuffer &buff, Primative drawType, std::size_t size);
void draw(Primative drawType, int first, std::size_t count);
void drawElements(const ElementBuffer &buff, Primitive drawType, std::size_t size);
void draw(Primitive drawType, int first, std::size_t count);
};
// paranoid functions
......
......@@ -19,6 +19,8 @@
#ifndef FGGL_GFX_OGL4_FALLBACK_HPP
#define FGGL_GFX_OGL4_FALLBACK_HPP
#include "fggl/assets/types.hpp"
/**
* Fallback shaders.
*
......@@ -58,6 +60,14 @@ namespace fggl::gfx::ogl4 {
fragColour = vec4(colour.xyz, texture(tex, texPos).r);
})glsl";
constexpr const GLuint TEX_CHECKER = 0x11FF11FF; //FIXME pixel order is reversed?!
constexpr const GLuint TEX_WHITE = 0xFF0000FF;
constexpr const assets::AssetID FALLBACK_TEX = assets::make_asset_id("fallback", "FALLBACK_TEX");
constexpr const assets::AssetID FALLBACK_MAT = assets::make_asset_id("fallback", "FALLBACK_MAT");
constexpr const assets::AssetID SOLID_TEX = assets::make_asset_id("fallback", "SOLID_TEX");
constexpr const math::vec3 FALLBACK_COLOUR {1.0F, 0.0F, 1.0F};
} // namespace fggl::gfx::ogl4
#endif //FGGL_GFX_OGL4_FALLBACK_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 22/10/22.
//
#ifndef FGGL_GFX_OGL4_MESHES_HPP
#define FGGL_GFX_OGL4_MESHES_HPP
#include "fggl/mesh/components.hpp"
#include "fggl/entity/entity.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/gfx/ogl/types.hpp"
#include "fggl/gfx/ogl4/fallback.hpp"
#include "fggl/gfx/camera.hpp"
#include "fggl/gfx/phong.hpp"
namespace fggl::gfx::ogl4 {
struct DrawType {
ogl::Primitive mode;
std::size_t restartIndex = ogl::NO_RESTART_IDX;
};
struct Material {
math::vec3 m_diffCol{1.0F, 1.0F, 1.0F};
math::vec3 m_specCol{1.0F, 1.0F, 1.0F};
ogl::Texture* m_diffuse;
ogl::Texture* m_normals;
ogl::Texture* m_specular;
};
struct MeshData {
std::shared_ptr<ogl::VertexArray> vao;
std::shared_ptr<ogl::ElementBuffer> elements;
std::shared_ptr<ogl::ArrayBuffer> vertexData;
std::size_t elementCount;
DrawType drawInfo;
Material* material;
void draw(std::shared_ptr<ogl::Shader> shader) const;
};
struct StaticMesh {
constexpr static auto name = "StaticMultiMesh";
std::shared_ptr<ogl::Shader> pipeline;
MeshData mesh;
inline void draw() const {
mesh.draw(pipeline);
}
};
struct StaticMultiMesh {
constexpr static auto name = "StaticMultiMesh";
std::shared_ptr<ogl::Shader> pipeline;
std::vector<MeshData> meshes;
void draw() const;
};
void setup_material(const std::shared_ptr<ogl::Shader>& shader, const PhongMaterial* material);
void setup_lighting(const std::shared_ptr<ogl::Shader>& shader, const math::mat4& viewMatrix, const math::Transform& camTransform, const math::Transform& transform, math::vec3 lightPos);
void setup_lighting(const std::shared_ptr<ogl::Shader>& shader, const DirectionalLight* light);
template<typename T>
void forward_pass(const entity::EntityID& camera, const fggl::entity::EntityManager& world, const assets::AssetManager* assets) {
// enable required OpenGL state
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// enable depth testing
glEnable(GL_DEPTH_TEST);
// prep the fallback textures
auto *fallbackTex = assets->template get<ogl::Texture>(FALLBACK_TEX);
fallbackTex->bind(0);
fallbackTex->bind(1);
// set-up camera matrices
const auto &camTransform = world.get<fggl::math::Transform>(camera);
const auto &camComp = world.get<fggl::gfx::Camera>(camera);
const math::mat4 projectionMatrix = camComp.perspective();
const math::mat4 viewMatrix = glm::lookAt(camTransform.origin(), camComp.target, camTransform.up());
std::shared_ptr<ogl::Shader> shader = nullptr;
ogl::Location mvpMatrixUniform = 0;
ogl::Location mvMatrixUniform = 0;
auto entityView = world.find<T>();
// find directional light in scene
const DirectionalLight* light = nullptr;
auto lightEnts = world.find<DirectionalLight>();
if ( !lightEnts.empty() ) {
light = world.tryGet<DirectionalLight>(lightEnts[0]);
}
for (const auto &entity : entityView) {
// ensure that the model pipeline actually exists...
const auto &model = world.get<T>(entity);
if (model.pipeline == nullptr) {
debug::warning("shader was null, aborting render");
continue;
}
// check if we switched shaders
if (shader == nullptr || shader->shaderID() != model.pipeline->shaderID()) {
// new shader - need to re-send the view and projection matrices
shader = model.pipeline;
shader->use();
if (shader->hasUniform("projection")) {
shader->setUniformMtx(shader->uniform("view"), viewMatrix);
shader->setUniformMtx(shader->uniform("projection"), projectionMatrix);
}
mvpMatrixUniform = shader->uniform("MVPMatrix");
mvMatrixUniform = shader->uniform("MVMatrix");
if ( shader->hasUniform("diffuseTexture") ) {
shader->setUniformI(shader->uniform("diffuseTexture"), 0);
}
if ( shader->hasUniform("specularTexture") ) {
shader->setUniformI(shader->uniform("specularTexture"), 1);
}
}
// set model transform
const auto &transform = world.get<math::Transform>(entity);
shader->setUniformMtx(mvpMatrixUniform, projectionMatrix * viewMatrix * transform.model());
shader->setUniformMtx(mvMatrixUniform, viewMatrix * transform.model());
// setup lighting mode
if ( light != nullptr ) {
setup_lighting(shader, light);
}
setup_material(shader, world.tryGet<PhongMaterial>(entity, &DEFAULT_MATERIAL));
// actually draw it
model.draw();
}
}
template<typename T>
void forward_pass_normals(const entity::EntityID& camera, const fggl::entity::EntityManager& world, const std::shared_ptr<ogl::Shader>& shader) {
// enable required OpenGL state
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// enable depth testing
glEnable(GL_DEPTH_TEST);
// set-up camera matrices
const auto &camTransform = world.get<fggl::math::Transform>(camera);
const auto &camComp = world.get<fggl::gfx::Camera>(camera);
const math::mat4 projectionMatrix = camComp.perspective();
const math::mat4 viewMatrix = glm::lookAt(camTransform.origin(), camComp.target, camTransform.up());
ogl::Location modelUniform = shader->uniform("model");
ogl::Location viewUniform = shader->uniform("view");
ogl::Location projUniform = shader->uniform("projection");
shader->use();
shader->setUniformMtx(projUniform, projectionMatrix);
shader->setUniformMtx(viewUniform, viewMatrix);
auto entities = world.find<T>();
for (const auto &entity : entities) {
// ensure that the model pipeline actually exists...
const auto &model = world.get<T>(entity);
// set model transform
const auto &transform = world.get<math::Transform>(entity);
shader->setUniformMtx(modelUniform, transform.model());
// render model
model.draw();
}
}
MeshData upload_mesh(const mesh::Mesh3D& meshComponent, assets::AssetManager* manager);
std::vector<MeshData> upload_multi_mesh(const mesh::MultiMesh3D& meshComponent, assets::AssetManager* manager);
} // namespace fggl::gfx::ogl4
#endif //FGGL_GFX_OGL4_MESHES_HPP
......@@ -27,21 +27,22 @@
#include "fggl/gfx/ogl/types.hpp"
#include "fggl/data/model.hpp"
#include "fggl/mesh/mesh.hpp"
#include "fggl/assets/manager.hpp"
#define FGGL_ALLOW_DEFERRED_UPLOAD
namespace fggl::gfx::ogl4 {
const std::size_t NO_RESTART_IDX = 0;
struct StaticModelGPU {
std::shared_ptr<ogl::VertexArray> vao;
std::shared_ptr<ogl::ElementBuffer> elements;
std::shared_ptr<ogl::ArrayBuffer> vertices;
std::size_t elementCount;
ogl::Primative drawType = ogl::Primative::TRIANGLE;
std::size_t restartIndex = NO_RESTART_IDX;
ogl::Primitive drawType = ogl::Primitive::TRIANGLE;
std::size_t restartIndex = ogl::NO_RESTART_IDX;
};
struct StaticModelInstance {
......@@ -62,14 +63,15 @@ 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, assets::AssetManager *assets)
: m_assets(assets), m_shaders(cache), m_phong(nullptr), m_vao(), m_vertexList(), m_indexList() {
m_phong = cache->get("redbook/debug");
}
......@@ -81,14 +83,14 @@ namespace fggl::gfx::ogl4 {
StaticModelRenderer &operator=(const StaticModelRenderer &other) = delete;
StaticModelRenderer &operator=(StaticModelRenderer &&other) = delete;
StaticModel* uploadMesh(assets::AssetGUID guid, const data::Mesh& mesh);
StaticModelGPU* uploadMesh2(const assets::AssetGUID& meshName, const data::Mesh& mesh);
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) {
void render(entity::EntityManager &world, bool debugMode = false) {
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
resolveModels(world);
#endif
renderModelsForward(world);
renderModelsForward(world, debugMode);
}
private:
......@@ -103,7 +105,7 @@ namespace fggl::gfx::ogl4 {
/**
* Render all visible objects according to their render tokens.
*/
void renderModelsForward(const entity::EntityManager &world);
void renderModelsForward(const entity::EntityManager &world, bool debugMode);
assets::AssetManager *m_assets;
gfx::ShaderCache *m_shaders;
......
......@@ -24,6 +24,8 @@
#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"
......@@ -36,17 +38,18 @@ namespace fggl::gfx {
struct OpenGL4 {
constexpr static const char *name = "fggl::gfx::OpenGL4";
constexpr static const std::array<modules::ModuleService, 1> provides = {
constexpr static const std::array<modules::ServiceName, 1> provides = {
WindowGraphics::service
};
constexpr static const std::array<modules::ModuleService, 4> depends = {
constexpr static const std::array<modules::ServiceName, 5> depends = {
data::Storage::service,
assets::AssetManager::service,
assets::CheckinAdapted::service,
gui::FontLibrary::service,
entity::EntityFactory::service
};
static bool factory(modules::ModuleService name, modules::Services &serviceManager);
static bool factory(modules::ServiceName name, modules::Services &serviceManager);
};
} //namespace fggl::gfx
......
......@@ -30,7 +30,15 @@ namespace fggl::gfx::ogl4 {
class WindowGraphics : public gfx::WindowGraphics {
public:
WindowGraphics(data::Storage *storage, gui::FontLibrary *fonts, assets::AssetManager* assets) : m_storage(storage), m_fonts(fonts), m_assets(assets) {};
virtual ~WindowGraphics() = default;
~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;
......
......@@ -225,21 +225,22 @@ namespace fggl::gfx {
};
inline Path2D make_shape(math::vec2 center, float radius, int sides, math::vec3 colour = colours::WHITE, ShapeOpts opts = {}) {
double angle = (M_PI * 2.0) / sides;
float angle = ((math::PI * 2.0F) / sides);
fggl::gfx::Path2D tileGfx(center);
tileGfx.colour(colour);
for (int i=0; i < sides; ++i) {
float xPos = (float)(sin(i * angle + opts.angleOffset) * radius) + center.x;
float yPos = (float)(cos(i * angle + opts.angleOffset) * radius) + center.y;
if (!opts.sinFirst) {
std::swap(xPos, yPos);
}
math::vec2 pos (
(float)(cosf(i * angle + opts.angleOffset) * radius),
(float)(sinf(i * angle + opts.angleOffset) * radius)
);
pos += center;
if ( i == 0 ) {
tileGfx.moveTo( {xPos, yPos} );
tileGfx.moveTo( pos );
} else {
tileGfx.pathTo({xPos, yPos});
tileGfx.pathTo( pos );
}
}
tileGfx.close();
......
......@@ -50,6 +50,27 @@ namespace fggl::gfx {
};
struct Light {
math::vec3 position;
math::vec3 ambient;
math::vec3 specular;
math::vec3 diffuse;
};
struct DirectionalLight : public Light {
constexpr static const char *name = "gfx::phong::directional";
constexpr static const util::GUID guid = util::make_guid(name);
};
struct PointLight : public Light {
constexpr static const char *name = "gfx::phong::point";
constexpr static const util::GUID guid = util::make_guid(name);
float constant = 1.0F;
float linear;
float quadratic;
};
struct Light2 {
constexpr static const char *name = "gfx::light";
constexpr static const util::GUID guid = util::make_guid("gfx::light");
bool enabled;
......
......@@ -37,7 +37,7 @@ 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;
......
/*
* 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