commit
d9408a7cfc
@ -54,6 +54,14 @@ void Assets::store(Atlas* atlas, std::string name){
|
||||
atlases[name].reset(atlas);
|
||||
}
|
||||
|
||||
const std::vector<TextureAnimation>& Assets::getAnimations() {
|
||||
return animations;
|
||||
}
|
||||
|
||||
void Assets::store(const TextureAnimation& animation) {
|
||||
animations.emplace_back(animation);
|
||||
}
|
||||
|
||||
void Assets::extend(const Assets& assets) {
|
||||
for (auto entry : assets.textures) {
|
||||
textures[entry.first] = entry.second;
|
||||
@ -67,4 +75,7 @@ void Assets::extend(const Assets& assets) {
|
||||
for (auto entry : assets.atlases) {
|
||||
atlases[entry.first] = entry.second;
|
||||
}
|
||||
for (auto entry : assets.animations) {
|
||||
animations.emplace_back(entry);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,9 +1,12 @@
|
||||
#ifndef ASSETS_ASSETS_H_
|
||||
#define ASSETS_ASSETS_H_
|
||||
|
||||
#include "../graphics/TextureAnimation.h"
|
||||
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
class Texture;
|
||||
class Shader;
|
||||
@ -15,6 +18,7 @@ class Assets {
|
||||
std::unordered_map<std::string, std::shared_ptr<Shader>> shaders;
|
||||
std::unordered_map<std::string, std::shared_ptr<Font>> fonts;
|
||||
std::unordered_map<std::string, std::shared_ptr<Atlas>> atlases;
|
||||
std::vector<TextureAnimation> animations;
|
||||
public:
|
||||
~Assets();
|
||||
Texture* getTexture(std::string name) const;
|
||||
@ -29,6 +33,9 @@ public:
|
||||
Atlas* getAtlas(std::string name) const;
|
||||
void store(Atlas* atlas, std::string name);
|
||||
|
||||
const std::vector<TextureAnimation>& getAnimations();
|
||||
void store(const TextureAnimation& animation);
|
||||
|
||||
void extend(const Assets& assets);
|
||||
};
|
||||
|
||||
|
||||
@ -6,16 +6,17 @@
|
||||
#include "../files/files.h"
|
||||
#include "../files/engine_paths.h"
|
||||
#include "../coders/png.h"
|
||||
#include "../coders/json.h"
|
||||
#include "../graphics/Shader.h"
|
||||
#include "../graphics/Texture.h"
|
||||
#include "../graphics/ImageData.h"
|
||||
#include "../graphics/Atlas.h"
|
||||
#include "../graphics/Font.h"
|
||||
|
||||
#include "../graphics/TextureAnimation.h"
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
bool assetload::texture(Assets* assets,
|
||||
bool assetload::texture(Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string filename,
|
||||
const std::string name) {
|
||||
@ -28,21 +29,21 @@ bool assetload::texture(Assets* assets,
|
||||
return true;
|
||||
}
|
||||
|
||||
bool assetload::shader(Assets* assets,
|
||||
bool assetload::shader(Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string filename,
|
||||
const std::string name) {
|
||||
fs::path vertexFile = paths->find(filename+".glslv");
|
||||
fs::path fragmentFile = paths->find(filename+".glslf");
|
||||
|
||||
std::string vertexSource = files::read_string(vertexFile);
|
||||
std::string fragmentSource = files::read_string(fragmentFile);
|
||||
fs::path vertexFile = paths->find(filename+".glslv");
|
||||
fs::path fragmentFile = paths->find(filename+".glslf");
|
||||
|
||||
std::string vertexSource = files::read_string(vertexFile);
|
||||
std::string fragmentSource = files::read_string(fragmentFile);
|
||||
|
||||
Shader* shader = Shader::loadShader(
|
||||
vertexFile.string(),
|
||||
vertexFile.string(),
|
||||
fragmentFile.string(),
|
||||
vertexSource, fragmentSource);
|
||||
|
||||
|
||||
if (shader == nullptr) {
|
||||
std::cerr << "failed to load shader '" << name << "'" << std::endl;
|
||||
return false;
|
||||
@ -51,30 +52,39 @@ bool assetload::shader(Assets* assets,
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool appendAtlas(AtlasBuilder& atlas, const fs::path& file) {
|
||||
// png is only supported format
|
||||
if (file.extension() != ".png")
|
||||
return false;
|
||||
std::string name = file.stem().string();
|
||||
// skip duplicates
|
||||
if (atlas.has(name)) {
|
||||
return false;
|
||||
}
|
||||
std::unique_ptr<ImageData> image(png::load_image(file.string()));
|
||||
if (image == nullptr) {
|
||||
std::cerr << "could not to load " << file.string() << std::endl;
|
||||
return false;
|
||||
}
|
||||
image->fixAlphaColor();
|
||||
atlas.add(name, image.release());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool assetload::atlas(Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string directory,
|
||||
const std::string name) {
|
||||
AtlasBuilder builder;
|
||||
for (const auto& file : paths->listdir(directory)) {
|
||||
// png is only supported format
|
||||
if (file.extension() != ".png")
|
||||
continue;
|
||||
std::string name = file.stem().string();
|
||||
// skip duplicates
|
||||
if (builder.has(name)) {
|
||||
continue;
|
||||
}
|
||||
std::unique_ptr<ImageData> image (png::load_image(file.string()));
|
||||
if (image == nullptr) {
|
||||
std::cerr << "could not to load " << file.string() << std::endl;
|
||||
continue;
|
||||
}
|
||||
image->fixAlphaColor();
|
||||
builder.add(name, image.release());
|
||||
if (!appendAtlas(builder, file)) continue;
|
||||
}
|
||||
Atlas* atlas = builder.build(2);
|
||||
assets->store(atlas, name);
|
||||
for (const auto& file : builder.getNames()) {
|
||||
assetload::animation(assets, paths, "textures", file, atlas);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -99,3 +109,97 @@ bool assetload::font(Assets* assets,
|
||||
assets->store(font, name);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool assetload::animation(Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string directory,
|
||||
const std::string name,
|
||||
Atlas* dstAtlas) {
|
||||
std::string animsDir = directory + "/animations";
|
||||
std::string blocksDir = directory + "/blocks";
|
||||
|
||||
for (const auto& folder : paths->listdir(animsDir)) {
|
||||
if (!fs::is_directory(folder)) continue;
|
||||
if (folder.filename().string() != name) continue;
|
||||
if (fs::is_empty(folder)) continue;
|
||||
|
||||
AtlasBuilder builder;
|
||||
appendAtlas(builder, paths->find(blocksDir + "/" + name + ".png"));
|
||||
|
||||
std::string animFile = folder.string() + "/animation.json";
|
||||
|
||||
std::vector<std::pair<std::string, float>> frameList;
|
||||
|
||||
if (fs::exists(animFile)) {
|
||||
auto root = files::read_json(animFile);
|
||||
|
||||
auto frameArr = root->list("frames");
|
||||
|
||||
Frame temp;
|
||||
float frameDuration = DEFAULT_FRAME_DURATION;
|
||||
std::string frameName;
|
||||
|
||||
if (frameArr) {
|
||||
for (size_t i = 0; i < frameArr->size(); i++) {
|
||||
auto currentFrame = frameArr->list(i);
|
||||
|
||||
frameName = currentFrame->str(0);
|
||||
if (currentFrame->size() > 1) frameDuration = static_cast<float>(currentFrame->integer(1)) / 1000;
|
||||
|
||||
frameList.emplace_back(frameName, frameDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (const auto& file : paths->listdir(animsDir + "/" + name)) {
|
||||
if (!frameList.empty()) {
|
||||
bool contains = false;
|
||||
for (const auto& elem : frameList) {
|
||||
if (file.stem() == elem.first) {
|
||||
contains = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!contains) continue;
|
||||
}
|
||||
if (!appendAtlas(builder, file)) continue;
|
||||
}
|
||||
|
||||
Atlas* srcAtlas = builder.build(2);
|
||||
|
||||
Texture* srcTex = srcAtlas->getTexture();
|
||||
Texture* dstTex = dstAtlas->getTexture();
|
||||
|
||||
TextureAnimation animation(srcTex, dstTex);
|
||||
Frame frame;
|
||||
UVRegion region = dstAtlas->get(name);
|
||||
|
||||
frame.dstPos = glm::ivec2(region.u1 * dstTex->width, region.v1 * dstTex->height);
|
||||
frame.size = glm::ivec2(region.u2 * dstTex->width, region.v2 * dstTex->height) - frame.dstPos;
|
||||
|
||||
if (frameList.empty()) {
|
||||
for (const auto& elem : builder.getNames()) {
|
||||
region = srcAtlas->get(elem);
|
||||
frame.srcPos = glm::ivec2(region.u1 * srcTex->width, srcTex->height - region.v2 * srcTex->height);
|
||||
animation.addFrame(frame);
|
||||
}
|
||||
}
|
||||
else {
|
||||
for (const auto& elem : frameList) {
|
||||
if (!srcAtlas->has(elem.first)) {
|
||||
std::cerr << "Unknown frame name: " << elem.first << std::endl;
|
||||
continue;
|
||||
}
|
||||
region = srcAtlas->get(elem.first);
|
||||
frame.duration = elem.second;
|
||||
frame.srcPos = glm::ivec2(region.u1 * srcTex->width, srcTex->height - region.v2 * srcTex->height);
|
||||
animation.addFrame(frame);
|
||||
}
|
||||
}
|
||||
|
||||
assets->store(srcAtlas, name + "_animation");
|
||||
assets->store(animation);
|
||||
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -5,6 +5,7 @@
|
||||
|
||||
class ResPaths;
|
||||
class Assets;
|
||||
class Atlas;
|
||||
|
||||
namespace assetload {
|
||||
bool texture(Assets* assets,
|
||||
@ -23,6 +24,11 @@ namespace assetload {
|
||||
const ResPaths* paths,
|
||||
const std::string filename,
|
||||
const std::string name);
|
||||
bool animation(Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string directory,
|
||||
const std::string name,
|
||||
Atlas* dstAtlas);
|
||||
}
|
||||
|
||||
#endif // ASSETS_ASSET_LOADERS_H_
|
||||
@ -35,6 +35,7 @@ namespace fs = std::filesystem;
|
||||
using namespace gui;
|
||||
|
||||
inline uint64_t randU64() {
|
||||
srand(time(NULL));
|
||||
return rand() ^ (rand() << 8) ^
|
||||
(rand() << 16) ^ (rand() << 24) ^
|
||||
((uint64_t)rand() << 32) ^
|
||||
@ -485,4 +486,5 @@ void menus::create_menus(Engine* engine, PagesControl* menu) {
|
||||
|
||||
void menus::refresh_menus(Engine* engine, PagesControl* menu) {
|
||||
create_main_menu_panel(engine, menu);
|
||||
create_new_world_panel(engine, menu);
|
||||
}
|
||||
|
||||
@ -14,6 +14,7 @@
|
||||
#include "../graphics/Shader.h"
|
||||
#include "../graphics/Batch2D.h"
|
||||
#include "../graphics/GfxContext.h"
|
||||
#include "../graphics/TextureAnimation.h"
|
||||
#include "../assets/Assets.h"
|
||||
#include "../world/Level.h"
|
||||
#include "../world/World.h"
|
||||
@ -92,6 +93,9 @@ LevelScreen::LevelScreen(Engine* engine, Level* level)
|
||||
|
||||
auto& settings = engine->getSettings();
|
||||
backlight = settings.graphics.backlight;
|
||||
|
||||
animator.reset(new TextureAnimator());
|
||||
animator->addAnimations(engine->getAssets()->getAnimations());
|
||||
}
|
||||
|
||||
LevelScreen::~LevelScreen() {
|
||||
@ -136,6 +140,7 @@ void LevelScreen::update(float delta) {
|
||||
|
||||
if (!hud->isPause()) {
|
||||
level->world->updateTimers(delta);
|
||||
animator->update(delta);
|
||||
}
|
||||
controller->update(delta, !inputLocked, hud->isPause());
|
||||
hud->update(hudVisible);
|
||||
|
||||
@ -13,6 +13,7 @@ class Camera;
|
||||
class Batch2D;
|
||||
class LevelFrontend;
|
||||
class LevelController;
|
||||
class TextureAnimator;
|
||||
|
||||
/* Screen is a mainloop state */
|
||||
class Screen {
|
||||
@ -42,7 +43,8 @@ class LevelScreen : public Screen {
|
||||
std::unique_ptr<HudRenderer> hud;
|
||||
std::unique_ptr<WorldRenderer> worldRenderer;
|
||||
std::unique_ptr<LevelController> controller;
|
||||
|
||||
std::unique_ptr<TextureAnimator> animator;
|
||||
|
||||
bool hudVisible = true;
|
||||
void updateHotkeys();
|
||||
public:
|
||||
|
||||
@ -40,6 +40,7 @@ public:
|
||||
AtlasBuilder() {}
|
||||
void add(std::string name, ImageData* image);
|
||||
bool has(std::string name) const;
|
||||
const std::set<std::string>& getNames() { return names; };
|
||||
|
||||
Atlas* build(uint extrusion, uint maxResolution=8192);
|
||||
};
|
||||
|
||||
52
src/graphics/TextureAnimation.cpp
Normal file
52
src/graphics/TextureAnimation.cpp
Normal file
@ -0,0 +1,52 @@
|
||||
#include "TextureAnimation.h"
|
||||
#include "Texture.h"
|
||||
#include "Framebuffer.h"
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <unordered_set>
|
||||
|
||||
TextureAnimator::TextureAnimator() :
|
||||
frameBuffer(new Framebuffer(1u, 1u))
|
||||
{
|
||||
}
|
||||
|
||||
TextureAnimator::~TextureAnimator() {
|
||||
delete frameBuffer;
|
||||
}
|
||||
|
||||
void TextureAnimator::addAnimations(const std::vector<TextureAnimation>& animations) {
|
||||
for (const auto& elem : animations) {
|
||||
addAnimation(elem);
|
||||
}
|
||||
}
|
||||
|
||||
void TextureAnimator::update(float delta) {
|
||||
std::unordered_set<uint> changedTextures;
|
||||
|
||||
frameBuffer->bind();
|
||||
for (auto& elem : animations) {
|
||||
if (changedTextures.find(elem.dstTexture->id) == changedTextures.end()) changedTextures.insert(elem.dstTexture->id);
|
||||
elem.timer -= delta;
|
||||
Frame& frame = elem.frames[elem.currentFrame];
|
||||
if (elem.timer <= 0) {
|
||||
elem.timer = frame.duration;
|
||||
elem.currentFrame++;
|
||||
if (elem.currentFrame >= elem.frames.size()) elem.currentFrame = 0;
|
||||
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elem.srcTexture->id, 0);
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, elem.dstTexture->id, 0);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT1);
|
||||
|
||||
float srcPosY = elem.srcTexture->height - frame.size.y - frame.srcPos.y; // vertical flip
|
||||
|
||||
glBlitFramebuffer(frame.srcPos.x, srcPosY, frame.srcPos.x + frame.size.x, srcPosY + frame.size.y,
|
||||
frame.dstPos.x, frame.dstPos.y, frame.dstPos.x + frame.size.x, frame.dstPos.y + frame.size.y,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
}
|
||||
}
|
||||
for (auto& elem : changedTextures) {
|
||||
glBindTexture(GL_TEXTURE_2D, elem);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
52
src/graphics/TextureAnimation.h
Normal file
52
src/graphics/TextureAnimation.h
Normal file
@ -0,0 +1,52 @@
|
||||
#ifndef TEXTURE_ANIMATION_H
|
||||
#define TEXTURE_ANIMATION_H
|
||||
|
||||
#include "../typedefs.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
|
||||
class Assets;
|
||||
class Texture;
|
||||
class Framebuffer;
|
||||
|
||||
constexpr float DEFAULT_FRAME_DURATION = 0.150f;
|
||||
|
||||
struct Frame {
|
||||
glm::ivec2 srcPos;
|
||||
glm::ivec2 dstPos;
|
||||
glm::ivec2 size;
|
||||
float duration = DEFAULT_FRAME_DURATION;
|
||||
};
|
||||
|
||||
class TextureAnimation {
|
||||
public:
|
||||
TextureAnimation(Texture* srcTex, Texture* dstTex) : srcTexture(srcTex), dstTexture(dstTex) {};
|
||||
~TextureAnimation() {};
|
||||
|
||||
void addFrame(const Frame& frame) { frames.emplace_back(frame); };
|
||||
|
||||
size_t currentFrame = 0;
|
||||
float timer = 0.f;
|
||||
Texture* srcTexture;
|
||||
Texture* dstTexture;
|
||||
std::vector<Frame> frames;
|
||||
};
|
||||
|
||||
class TextureAnimator {
|
||||
public:
|
||||
TextureAnimator();
|
||||
~TextureAnimator();
|
||||
|
||||
void addAnimation(const TextureAnimation& animation) { animations.emplace_back(animation); };
|
||||
void addAnimations(const std::vector<TextureAnimation>& animations);
|
||||
|
||||
void update(float delta);
|
||||
private:
|
||||
|
||||
Framebuffer* frameBuffer;
|
||||
|
||||
std::vector<TextureAnimation> animations;
|
||||
};
|
||||
|
||||
#endif // !TEXTURE_ANIMATION_H
|
||||
@ -60,15 +60,17 @@ bool Window::isFocused()
|
||||
}
|
||||
|
||||
void window_size_callback(GLFWwindow*, int width, int height) {
|
||||
if (Window::isFocused() && width && height) {
|
||||
glViewport(0, 0, width, height);
|
||||
Window::width = width;
|
||||
Window::height = height;
|
||||
}
|
||||
if (width && height) {
|
||||
if (Window::isFocused()) {
|
||||
glViewport(0, 0, width, height);
|
||||
Window::width = width;
|
||||
Window::height = height;
|
||||
}
|
||||
|
||||
if (!Window::isFullscreen() && !Window::isMaximized()) {
|
||||
Window::getSettings()->width = width;
|
||||
Window::getSettings()->height = height;
|
||||
if (!Window::isFullscreen() && !Window::isMaximized()) {
|
||||
Window::getSettings()->width = width;
|
||||
Window::getSettings()->height = height;
|
||||
}
|
||||
}
|
||||
Window::resetScissor();
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user