First commit
This commit is contained in:
197
src/resource/actor.cpp
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197
src/resource/actor.cpp
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#include "actor.h"
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#include "../util/map_.h"
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#include "../util/math_.h"
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#include "../util/unordered_map_.h"
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#include "../util/vector_.h"
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#include "../resource/audio.h"
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#include "../resource/texture.h"
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#include <glm/glm.hpp>
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using namespace glm;
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using namespace game::util;
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using namespace game::anm2;
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namespace game::resource
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{
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std::shared_ptr<void> texture_callback(const std::filesystem::path& path) { return std::make_shared<Texture>(path); }
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std::shared_ptr<void> sound_callback(const std::filesystem::path& path) { return std::make_shared<Audio>(path); }
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Actor::Actor(const std::filesystem::path& path, vec2 position) : anm2(path, texture_callback, sound_callback)
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{
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this->position = position;
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play(anm2.animations.defaultAnimation);
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}
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anm2::Animation* Actor::animation_get() { return vector::find(anm2.animations.items, animationIndex); }
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anm2::Item* Actor::item_get(anm2::Type type, int id)
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{
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if (auto animation = animation_get())
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{
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switch (type)
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{
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case anm2::ROOT:
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return &animation->rootAnimation;
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break;
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case anm2::LAYER:
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return unordered_map::find(animation->layerAnimations, id);
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case anm2::NULL_:
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return map::find(animation->nullAnimations, id);
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break;
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case anm2::TRIGGER:
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return &animation->triggers;
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default:
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return nullptr;
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}
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}
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return nullptr;
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}
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anm2::Frame* Actor::trigger_get(int atFrame)
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{
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if (auto item = item_get(anm2::TRIGGER))
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for (auto& trigger : item->frames)
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if (trigger.atFrame == atFrame) return &trigger;
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return nullptr;
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}
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anm2::Frame* Actor::frame_get(int index, anm2::Type type, int id)
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{
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if (auto item = item_get(type, id)) return vector::find(item->frames, index);
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return nullptr;
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}
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anm2::Frame Actor::frame_generate(anm2::Item& item, float time)
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{
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anm2::Frame frame{};
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frame.isVisible = false;
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if (item.frames.empty()) return frame;
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time = time < 0.0f ? 0.0f : time;
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anm2::Frame* frameNext = nullptr;
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int durationCurrent = 0;
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int durationNext = 0;
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for (int i = 0; i < item.frames.size(); i++)
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{
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anm2::Frame& checkFrame = item.frames[i];
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frame = checkFrame;
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durationNext += frame.duration;
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if (time >= durationCurrent && time < durationNext)
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{
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if (i + 1 < (int)item.frames.size())
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frameNext = &item.frames[i + 1];
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else
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frameNext = nullptr;
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break;
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}
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durationCurrent += frame.duration;
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}
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if (frame.isInterpolated && frameNext && frame.duration > 1)
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{
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auto interpolation = (time - durationCurrent) / (durationNext - durationCurrent);
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frame.rotation = glm::mix(frame.rotation, frameNext->rotation, interpolation);
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frame.position = glm::mix(frame.position, frameNext->position, interpolation);
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frame.scale = glm::mix(frame.scale, frameNext->scale, interpolation);
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frame.colorOffset = glm::mix(frame.colorOffset, frameNext->colorOffset, interpolation);
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frame.tint = glm::mix(frame.tint, frameNext->tint, interpolation);
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}
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return frame;
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}
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void Actor::play(const std::string& name)
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{
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for (int i = 0; i < anm2.animations.items.size(); i++)
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{
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if (anm2.animations.items[i].name == name)
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{
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animationIndex = i;
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time = 0.0f;
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isPlaying = true;
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break;
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}
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}
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}
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void Actor::tick()
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{
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if (!isPlaying) return;
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auto animation = animation_get();
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if (!animation) return;
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time += anm2.info.fps / 30.0f;
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auto intTime = (int)time;
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if (auto trigger = trigger_get(intTime))
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{
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if (!playedTriggers.contains(intTime))
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{
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if (auto sound = map::find(anm2.content.sounds, trigger->soundID)) sound->audio.play();
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playedTriggers.insert(intTime);
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}
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}
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if (time >= animation->frameNum)
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{
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if (animation->isLoop)
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time = 0.0f;
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else
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isPlaying = false;
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playedTriggers.clear();
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}
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}
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void Actor::render(Shader& shader, Canvas& canvas)
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{
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auto animation = animation_get();
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if (!animation) return;
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auto root = frame_generate(animation->rootAnimation, time);
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auto rootModel = math::quad_model_parent_get(root.position + position, root.pivot,
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math::percent_to_unit(root.scale), root.rotation);
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for (auto& i : animation->layerOrder)
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{
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auto& layerAnimation = animation->layerAnimations[i];
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if (!layerAnimation.isVisible) continue;
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auto layer = map::find(anm2.content.layers, i);
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if (!layer) continue;
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auto spritesheet = map::find(anm2.content.spritesheets, layer->spritesheetID);
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if (!spritesheet) continue;
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auto frame = frame_generate(layerAnimation, time);
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if (!frame.isVisible) continue;
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auto model = math::quad_model_get(frame.size, frame.position, frame.pivot, math::percent_to_unit(frame.scale),
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frame.rotation);
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model = rootModel * model;
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auto& texture = spritesheet->texture;
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if (!texture.is_valid()) return;
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auto uvMin = frame.crop / vec2(texture.size);
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auto uvMax = (frame.crop + frame.size) / vec2(texture.size);
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auto uvVertices = math::uv_vertices_get(uvMin, uvMax);
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canvas.texture_render(shader, texture.id, model, frame.tint, frame.colorOffset, uvVertices.data());
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}
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}
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};
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33
src/resource/actor.h
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33
src/resource/actor.h
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@@ -0,0 +1,33 @@
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#pragma once
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#include <unordered_set>
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#include "../canvas.h"
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#include "anm2.h"
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namespace game::resource
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{
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class Actor
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{
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public:
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anm2::Anm2 anm2{};
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glm::vec2 position{};
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float time{};
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bool isPlaying{};
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int animationIndex{-1};
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std::unordered_set<int> playedTriggers{};
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Actor(const std::filesystem::path&, glm::vec2);
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anm2::Animation* animation_get();
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anm2::Animation* animation_get(std::string&);
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int animation_index_get(anm2::Animation&);
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anm2::Item* item_get(anm2::Type, int = -1);
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anm2::Frame* trigger_get(int);
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anm2::Frame* frame_get(int, anm2::Type, int = -1);
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anm2::Frame frame_generate(anm2::Item&, float);
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void play(const std::string&);
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void tick();
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void render(Shader&, Canvas&);
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};
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}
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248
src/resource/anm2.cpp
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248
src/resource/anm2.cpp
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@@ -0,0 +1,248 @@
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#include "anm2.h"
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#include <iostream>
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using namespace tinyxml2;
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using namespace game::resource;
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namespace game::anm2
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{
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XMLError query_string_attribute(XMLElement* element, const char* attribute, std::string* value)
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{
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const char* temp = nullptr;
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auto result = element->QueryStringAttribute(attribute, &temp);
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if (result == XML_SUCCESS && temp && value) *value = temp;
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return result;
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}
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XMLError query_path_attribute(XMLElement* element, const char* attribute, std::filesystem::path* value)
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{
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std::string temp{};
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auto result = query_string_attribute(element, attribute, &temp);
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if (value) *value = std::filesystem::path(temp);
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return result;
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}
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XMLError query_color_attribute(XMLElement* element, const char* attribute, float* value)
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{
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int temp{};
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auto result = element->QueryIntAttribute(attribute, &temp);
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if (result == XML_SUCCESS && value) *value = (temp / 255.0f);
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return result;
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}
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Info::Info(XMLElement* element)
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{
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if (!element) return;
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element->QueryIntAttribute("Fps", &fps);
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}
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Spritesheet::Spritesheet(XMLElement* element, int& id, TextureCallback textureCallback)
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{
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if (!element) return;
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element->QueryIntAttribute("Id", &id);
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query_path_attribute(element, "Path", &path);
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texture = Texture(path);
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}
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Layer::Layer(XMLElement* element, int& id)
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{
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if (!element) return;
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element->QueryIntAttribute("Id", &id);
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query_string_attribute(element, "Name", &name);
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element->QueryIntAttribute("SpritesheetId", &spritesheetID);
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}
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Null::Null(XMLElement* element, int& id)
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{
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if (!element) return;
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element->QueryIntAttribute("Id", &id);
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query_string_attribute(element, "Name", &name);
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element->QueryBoolAttribute("ShowRect", &isShowRect);
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}
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Event::Event(XMLElement* element, int& id)
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{
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if (!element) return;
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element->QueryIntAttribute("Id", &id);
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query_string_attribute(element, "Name", &name);
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}
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Sound::Sound(XMLElement* element, int& id, SoundCallback soundCallback)
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{
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if (!element) return;
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element->QueryIntAttribute("Id", &id);
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query_path_attribute(element, "Path", &path);
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audio = Audio(path);
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}
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Content::Content(XMLElement* element, TextureCallback textureCallback, SoundCallback soundCallback)
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{
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if (auto spritesheetsElement = element->FirstChildElement("Spritesheets"))
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{
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for (auto child = spritesheetsElement->FirstChildElement("Spritesheet"); child;
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child = child->NextSiblingElement("Spritesheet"))
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{
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int spritesheetId{};
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Spritesheet spritesheet(child, spritesheetId, textureCallback);
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spritesheets.emplace(spritesheetId, std::move(spritesheet));
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}
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}
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if (auto layersElement = element->FirstChildElement("Layers"))
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{
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for (auto child = layersElement->FirstChildElement("Layer"); child; child = child->NextSiblingElement("Layer"))
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{
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int layerId{};
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Layer layer(child, layerId);
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layers.emplace(layerId, std::move(layer));
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}
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}
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if (auto nullsElement = element->FirstChildElement("Nulls"))
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{
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for (auto child = nullsElement->FirstChildElement("Null"); child; child = child->NextSiblingElement("Null"))
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{
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int nullId{};
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Null null(child, nullId);
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nulls.emplace(nullId, std::move(null));
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}
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}
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if (auto eventsElement = element->FirstChildElement("Events"))
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{
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for (auto child = eventsElement->FirstChildElement("Event"); child; child = child->NextSiblingElement("Event"))
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{
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int eventId{};
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Event event(child, eventId);
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events.emplace(eventId, std::move(event));
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}
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}
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if (auto soundsElement = element->FirstChildElement("Sounds"))
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{
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for (auto child = soundsElement->FirstChildElement("Sound"); child; child = child->NextSiblingElement("Sound"))
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{
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int soundId{};
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Sound sound(child, soundId, soundCallback);
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sounds.emplace(soundId, std::move(sound));
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}
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}
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}
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Frame::Frame(XMLElement* element, Type type)
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{
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if (type != TRIGGER)
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{
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element->QueryFloatAttribute("XPosition", &position.x);
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element->QueryFloatAttribute("YPosition", &position.y);
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if (type == LAYER)
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{
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element->QueryFloatAttribute("XPivot", &pivot.x);
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element->QueryFloatAttribute("YPivot", &pivot.y);
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element->QueryFloatAttribute("XCrop", &crop.x);
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element->QueryFloatAttribute("YCrop", &crop.y);
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element->QueryFloatAttribute("Width", &size.x);
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element->QueryFloatAttribute("Height", &size.y);
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}
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element->QueryFloatAttribute("XScale", &scale.x);
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element->QueryFloatAttribute("YScale", &scale.y);
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element->QueryIntAttribute("Delay", &duration);
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element->QueryBoolAttribute("Visible", &isVisible);
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query_color_attribute(element, "RedTint", &tint.r);
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query_color_attribute(element, "GreenTint", &tint.g);
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query_color_attribute(element, "BlueTint", &tint.b);
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query_color_attribute(element, "AlphaTint", &tint.a);
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query_color_attribute(element, "RedOffset", &colorOffset.r);
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query_color_attribute(element, "GreenOffset", &colorOffset.g);
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query_color_attribute(element, "BlueOffset", &colorOffset.b);
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element->QueryFloatAttribute("Rotation", &rotation);
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element->QueryBoolAttribute("Interpolated", &isInterpolated);
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}
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else
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{
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element->QueryIntAttribute("EventId", &eventID);
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element->QueryIntAttribute("SoundId", &soundID);
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element->QueryIntAttribute("AtFrame", &atFrame);
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}
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}
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Item::Item(XMLElement* element, Type type, int& id)
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{
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if (type == LAYER) element->QueryIntAttribute("LayerId", &id);
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if (type == NULL_) element->QueryIntAttribute("NullId", &id);
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element->QueryBoolAttribute("Visible", &isVisible);
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for (auto child = type == TRIGGER ? element->FirstChildElement("Trigger") : element->FirstChildElement("Frame");
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child; child = type == TRIGGER ? child->NextSiblingElement("Trigger") : child->NextSiblingElement("Frame"))
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frames.emplace_back(Frame(child, type));
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}
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Animation::Animation(XMLElement* element)
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{
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query_string_attribute(element, "Name", &name);
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element->QueryIntAttribute("FrameNum", &frameNum);
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element->QueryBoolAttribute("Loop", &isLoop);
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int id{-1};
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if (auto rootAnimationElement = element->FirstChildElement("RootAnimation"))
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rootAnimation = Item(rootAnimationElement, ROOT, id);
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if (auto layerAnimationsElement = element->FirstChildElement("LayerAnimations"))
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{
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for (auto child = layerAnimationsElement->FirstChildElement("LayerAnimation"); child;
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child = child->NextSiblingElement("LayerAnimation"))
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{
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Item layerAnimation(child, LAYER, id);
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layerOrder.push_back(id);
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layerAnimations.emplace(id, std::move(layerAnimation));
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}
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}
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if (auto nullAnimationsElement = element->FirstChildElement("NullAnimations"))
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{
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for (auto child = nullAnimationsElement->FirstChildElement("NullAnimation"); child;
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child = child->NextSiblingElement("NullAnimation"))
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{
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Item nullAnimation(child, NULL_, id);
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nullAnimations.emplace(id, std::move(nullAnimation));
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}
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}
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if (auto triggersElement = element->FirstChildElement("Triggers")) triggers = Item(triggersElement, TRIGGER, id);
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}
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Animations::Animations(XMLElement* element)
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{
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query_string_attribute(element, "DefaultAnimation", &defaultAnimation);
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for (auto child = element->FirstChildElement("Animation"); child; child = child->NextSiblingElement("Animation"))
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items.emplace_back(Animation(child));
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}
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Anm2::Anm2(const std::filesystem::path& path, TextureCallback textureCallback, SoundCallback soundCallback)
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{
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XMLDocument document;
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if (document.LoadFile(path.c_str()) != XML_SUCCESS)
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{
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std::cout << "Failed to initialize anm2: " << document.ErrorStr() << "\n";
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return;
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}
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std::cout << "Initialzed anm2: " << path.string() << "\n";
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auto previousPath = std::filesystem::current_path();
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std::filesystem::current_path(path.parent_path());
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auto element = document.RootElement();
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if (auto infoElement = element->FirstChildElement("Info")) info = Info(infoElement);
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if (auto contentElement = element->FirstChildElement("Content"))
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content = Content(contentElement, textureCallback, soundCallback);
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if (auto animationsElement = element->FirstChildElement("Animations")) animations = Animations(animationsElement);
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std::filesystem::current_path(previousPath);
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}
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}
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163
src/resource/anm2.h
Normal file
163
src/resource/anm2.h
Normal file
@@ -0,0 +1,163 @@
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#pragma once
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#include <functional>
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#include <tinyxml2/tinyxml2.h>
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|
||||
#include <filesystem>
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "audio.h"
|
||||
#include "texture.h"
|
||||
|
||||
namespace game::anm2
|
||||
{
|
||||
enum Type
|
||||
{
|
||||
NONE,
|
||||
ROOT,
|
||||
LAYER,
|
||||
NULL_,
|
||||
TRIGGER
|
||||
};
|
||||
|
||||
using TextureCallback = std::function<std::shared_ptr<void>(const std::filesystem::path&)>;
|
||||
using SoundCallback = std::function<std::shared_ptr<void>(const std::filesystem::path&)>;
|
||||
|
||||
class Info
|
||||
{
|
||||
public:
|
||||
int fps = 30;
|
||||
|
||||
Info() = default;
|
||||
Info(tinyxml2::XMLElement*);
|
||||
};
|
||||
|
||||
class Spritesheet
|
||||
{
|
||||
public:
|
||||
std::filesystem::path path{};
|
||||
resource::Texture texture{};
|
||||
|
||||
Spritesheet(tinyxml2::XMLElement*, int&, TextureCallback = nullptr);
|
||||
};
|
||||
|
||||
class Layer
|
||||
{
|
||||
public:
|
||||
std::string name{"New Layer"};
|
||||
int spritesheetID{-1};
|
||||
Layer(tinyxml2::XMLElement*, int&);
|
||||
};
|
||||
|
||||
class Null
|
||||
{
|
||||
public:
|
||||
std::string name{"New Null"};
|
||||
bool isShowRect{};
|
||||
Null(tinyxml2::XMLElement*, int&);
|
||||
};
|
||||
|
||||
class Event
|
||||
{
|
||||
public:
|
||||
std::string name{"New Event"};
|
||||
Event(tinyxml2::XMLElement*, int&);
|
||||
};
|
||||
|
||||
class Sound
|
||||
{
|
||||
public:
|
||||
std::filesystem::path path{};
|
||||
resource::Audio audio{};
|
||||
|
||||
Sound(tinyxml2::XMLElement*, int&, SoundCallback = nullptr);
|
||||
};
|
||||
|
||||
class Content
|
||||
{
|
||||
public:
|
||||
std::map<int, Spritesheet> spritesheets{};
|
||||
std::map<int, Layer> layers{};
|
||||
std::map<int, Null> nulls{};
|
||||
std::map<int, Event> events{};
|
||||
std::map<int, Sound> sounds{};
|
||||
|
||||
Content() = default;
|
||||
Content(tinyxml2::XMLElement*, TextureCallback = nullptr, SoundCallback = nullptr);
|
||||
};
|
||||
|
||||
struct Frame
|
||||
{
|
||||
glm::vec2 crop{};
|
||||
glm::vec2 position{};
|
||||
glm::vec2 pivot{};
|
||||
glm::vec2 size{};
|
||||
glm::vec2 scale{100, 100};
|
||||
float rotation{};
|
||||
int duration{};
|
||||
glm::vec4 tint{1.0f, 1.0f, 1.0f, 1.0f};
|
||||
glm::vec3 colorOffset{};
|
||||
bool isInterpolated{};
|
||||
int eventID{-1};
|
||||
int soundID{-1};
|
||||
int atFrame{-1};
|
||||
|
||||
bool isVisible{true};
|
||||
|
||||
Frame() = default;
|
||||
Frame(tinyxml2::XMLElement*, Type);
|
||||
};
|
||||
|
||||
class Item
|
||||
{
|
||||
public:
|
||||
std::vector<Frame> frames{};
|
||||
bool isVisible{};
|
||||
|
||||
Item() = default;
|
||||
Item(tinyxml2::XMLElement*, Type, int&);
|
||||
};
|
||||
|
||||
class Animation
|
||||
{
|
||||
public:
|
||||
std::string name{"New Animation"};
|
||||
int frameNum{};
|
||||
bool isLoop{};
|
||||
|
||||
Item rootAnimation{};
|
||||
std::unordered_map<int, Item> layerAnimations{};
|
||||
std::vector<int> layerOrder{};
|
||||
std::map<int, Item> nullAnimations{};
|
||||
Item triggers{};
|
||||
|
||||
Animation() = default;
|
||||
Animation(tinyxml2::XMLElement*);
|
||||
};
|
||||
|
||||
class Animations
|
||||
{
|
||||
public:
|
||||
std::string defaultAnimation{};
|
||||
std::vector<Animation> items{};
|
||||
|
||||
Animations() = default;
|
||||
Animations(tinyxml2::XMLElement*);
|
||||
};
|
||||
|
||||
class Anm2
|
||||
{
|
||||
public:
|
||||
Info info;
|
||||
Content content{};
|
||||
Animations animations{};
|
||||
|
||||
Anm2() = default;
|
||||
Anm2(const std::filesystem::path&, TextureCallback = nullptr, SoundCallback = nullptr);
|
||||
};
|
||||
}
|
||||
147
src/resource/audio.cpp
Normal file
147
src/resource/audio.cpp
Normal file
@@ -0,0 +1,147 @@
|
||||
#include "audio.h"
|
||||
|
||||
#include <SDL3/SDL_properties.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace game::resource
|
||||
{
|
||||
MIX_Mixer* Audio::mixer_get()
|
||||
{
|
||||
static auto mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, nullptr);
|
||||
return mixer;
|
||||
}
|
||||
|
||||
void Audio::retain()
|
||||
{
|
||||
if (refCount) ++(*refCount);
|
||||
}
|
||||
|
||||
void Audio::release()
|
||||
{
|
||||
if (refCount)
|
||||
{
|
||||
if (--(*refCount) == 0)
|
||||
{
|
||||
if (internal) MIX_DestroyAudio(internal);
|
||||
delete refCount;
|
||||
}
|
||||
refCount = nullptr;
|
||||
}
|
||||
internal = nullptr;
|
||||
}
|
||||
|
||||
Audio::Audio(const std::filesystem::path& path)
|
||||
{
|
||||
internal = MIX_LoadAudio(mixer_get(), path.c_str(), true);
|
||||
if (internal)
|
||||
{
|
||||
refCount = new int(1);
|
||||
std::cout << "Initialized audio: '" << path.string() << "'\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Failed to initialize audio: '" << path.string() << "'\n";
|
||||
}
|
||||
}
|
||||
|
||||
Audio::Audio(const Audio& other)
|
||||
{
|
||||
internal = other.internal;
|
||||
refCount = other.refCount;
|
||||
retain();
|
||||
track = nullptr;
|
||||
}
|
||||
|
||||
Audio::Audio(Audio&& other) noexcept
|
||||
{
|
||||
internal = other.internal;
|
||||
track = other.track;
|
||||
refCount = other.refCount;
|
||||
|
||||
other.internal = nullptr;
|
||||
other.track = nullptr;
|
||||
other.refCount = nullptr;
|
||||
}
|
||||
|
||||
Audio& Audio::operator=(const Audio& other)
|
||||
{
|
||||
if (this != &other)
|
||||
{
|
||||
unload();
|
||||
internal = other.internal;
|
||||
refCount = other.refCount;
|
||||
retain();
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
Audio& Audio::operator=(Audio&& other) noexcept
|
||||
{
|
||||
if (this != &other)
|
||||
{
|
||||
unload();
|
||||
internal = other.internal;
|
||||
track = other.track;
|
||||
refCount = other.refCount;
|
||||
|
||||
other.internal = nullptr;
|
||||
other.track = nullptr;
|
||||
other.refCount = nullptr;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Audio::unload()
|
||||
{
|
||||
if (track)
|
||||
{
|
||||
MIX_DestroyTrack(track);
|
||||
track = nullptr;
|
||||
}
|
||||
release();
|
||||
}
|
||||
|
||||
void Audio::play(bool isLoop)
|
||||
{
|
||||
if (!internal) return;
|
||||
|
||||
auto mixer = mixer_get();
|
||||
|
||||
if (track && MIX_GetTrackMixer(track) != mixer)
|
||||
{
|
||||
MIX_DestroyTrack(track);
|
||||
track = nullptr;
|
||||
}
|
||||
|
||||
if (!track)
|
||||
{
|
||||
track = MIX_CreateTrack(mixer);
|
||||
if (!track) return;
|
||||
}
|
||||
|
||||
MIX_SetTrackAudio(track, internal);
|
||||
|
||||
SDL_PropertiesID options = 0;
|
||||
|
||||
if (isLoop)
|
||||
{
|
||||
options = SDL_CreateProperties();
|
||||
if (options) SDL_SetNumberProperty(options, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
|
||||
}
|
||||
|
||||
MIX_PlayTrack(track, options);
|
||||
|
||||
if (options) SDL_DestroyProperties(options);
|
||||
}
|
||||
|
||||
void Audio::stop()
|
||||
{
|
||||
if (track) MIX_StopTrack(track, 0);
|
||||
}
|
||||
|
||||
bool Audio::is_playing() const { return track && MIX_TrackPlaying(track); }
|
||||
|
||||
Audio::~Audio() { unload(); }
|
||||
bool Audio::is_valid() const { return internal != nullptr; }
|
||||
}
|
||||
31
src/resource/audio.h
Normal file
31
src/resource/audio.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3_mixer/SDL_mixer.h>
|
||||
#include <filesystem>
|
||||
|
||||
namespace game::resource
|
||||
{
|
||||
class Audio
|
||||
{
|
||||
MIX_Audio* internal{nullptr};
|
||||
MIX_Track* track{nullptr};
|
||||
int* refCount{nullptr};
|
||||
MIX_Mixer* mixer_get();
|
||||
void unload();
|
||||
void retain();
|
||||
void release();
|
||||
|
||||
public:
|
||||
Audio() = default;
|
||||
Audio(const std::filesystem::path&);
|
||||
Audio(const Audio&);
|
||||
Audio(Audio&&) noexcept;
|
||||
Audio& operator=(const Audio&);
|
||||
Audio& operator=(Audio&&) noexcept;
|
||||
~Audio();
|
||||
bool is_valid() const;
|
||||
void play(bool isLoop = false);
|
||||
void stop();
|
||||
bool is_playing() const;
|
||||
};
|
||||
}
|
||||
79
src/resource/shader.cpp
Normal file
79
src/resource/shader.cpp
Normal file
@@ -0,0 +1,79 @@
|
||||
#include "shader.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace game::resource
|
||||
{
|
||||
Shader::Shader(const char* vertex, const char* fragment)
|
||||
{
|
||||
id = glCreateProgram();
|
||||
|
||||
auto compile = [&](const GLuint& shaderHandle, const char* text, const char* stage)
|
||||
{
|
||||
int isCompile{};
|
||||
glShaderSource(shaderHandle, 1, &text, nullptr);
|
||||
glCompileShader(shaderHandle);
|
||||
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &isCompile);
|
||||
if (!isCompile)
|
||||
{
|
||||
GLint logLength = 0;
|
||||
glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &logLength);
|
||||
std::string log(logLength, '\0');
|
||||
if (logLength > 0) glGetShaderInfoLog(shaderHandle, logLength, nullptr, log.data());
|
||||
std::cout << "Failed to compile shader: " << log << '\n';
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
auto vertexHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
auto fragmentHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
if (!(compile(vertexHandle, vertex, "vertex") && compile(fragmentHandle, fragment, "fragment")))
|
||||
{
|
||||
glDeleteShader(vertexHandle);
|
||||
glDeleteShader(fragmentHandle);
|
||||
glDeleteProgram(id);
|
||||
id = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
glAttachShader(id, vertexHandle);
|
||||
glAttachShader(id, fragmentHandle);
|
||||
|
||||
glLinkProgram(id);
|
||||
|
||||
auto isLinked = GL_FALSE;
|
||||
glGetProgramiv(id, GL_LINK_STATUS, &isLinked);
|
||||
|
||||
if (!isLinked)
|
||||
{
|
||||
glDeleteProgram(id);
|
||||
id = 0;
|
||||
std::cout << "Failed to link shader: " << id << "\n";
|
||||
}
|
||||
else
|
||||
std::cout << "Initialized shader: " << id << "\n";
|
||||
|
||||
glDeleteShader(vertexHandle);
|
||||
glDeleteShader(fragmentHandle);
|
||||
}
|
||||
|
||||
Shader::~Shader()
|
||||
{
|
||||
if (is_valid()) glDeleteProgram(id);
|
||||
}
|
||||
|
||||
bool Shader::is_valid() const { return id != 0; }
|
||||
|
||||
Shader& Shader::operator=(Shader&& other) noexcept
|
||||
{
|
||||
if (this != &other)
|
||||
{
|
||||
if (is_valid()) glDeleteProgram(id);
|
||||
id = other.id;
|
||||
other.id = 0;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
}
|
||||
118
src/resource/shader.h
Normal file
118
src/resource/shader.h
Normal file
@@ -0,0 +1,118 @@
|
||||
#pragma once
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <GLES3/gl3.h>
|
||||
#else
|
||||
#include <glad/glad.h>
|
||||
#endif
|
||||
|
||||
namespace game::resource::shader
|
||||
{
|
||||
struct Info
|
||||
{
|
||||
const char* vertex{};
|
||||
const char* fragment{};
|
||||
};
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
constexpr auto VERTEX = R"(#version 300 es
|
||||
layout (location = 0) in vec2 i_position;
|
||||
layout (location = 1) in vec2 i_uv;
|
||||
out vec2 v_uv;
|
||||
uniform mat4 u_model;
|
||||
uniform mat4 u_view;
|
||||
uniform mat4 u_projection;
|
||||
void main()
|
||||
{
|
||||
v_uv = i_uv;
|
||||
mat4 transform = u_projection * u_view * u_model;
|
||||
gl_Position = transform * vec4(i_position, 0.0, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr auto FRAGMENT = R"(#version 300 es
|
||||
precision mediump float;
|
||||
in vec2 v_uv;
|
||||
uniform sampler2D u_texture;
|
||||
uniform vec4 u_tint;
|
||||
uniform vec3 u_color_offset;
|
||||
out vec4 o_fragColor;
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = texture(u_texture, v_uv);
|
||||
texColor *= u_tint;
|
||||
texColor.rgb += u_color_offset;
|
||||
o_fragColor = texColor;
|
||||
}
|
||||
)";
|
||||
#else
|
||||
constexpr auto VERTEX = R"(#version 330 core
|
||||
layout (location = 0) in vec2 i_position;
|
||||
layout (location = 1) in vec2 i_uv;
|
||||
out vec2 v_uv;
|
||||
uniform mat4 u_model;
|
||||
uniform mat4 u_view;
|
||||
uniform mat4 u_projection;
|
||||
void main()
|
||||
{
|
||||
v_uv = i_uv;
|
||||
mat4 transform = u_projection * u_view * u_model;
|
||||
gl_Position = transform * vec4(i_position, 0.0, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr auto FRAGMENT = R"(#version 330 core
|
||||
in vec2 v_uv;
|
||||
uniform sampler2D u_texture;
|
||||
uniform vec4 u_tint;
|
||||
uniform vec3 u_color_offset;
|
||||
out vec4 o_fragColor;
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = texture(u_texture, v_uv);
|
||||
texColor *= u_tint;
|
||||
texColor.rgb += u_color_offset;
|
||||
o_fragColor = texColor;
|
||||
}
|
||||
)";
|
||||
#endif
|
||||
|
||||
constexpr auto UNIFORM_MODEL = "u_model";
|
||||
constexpr auto UNIFORM_VIEW = "u_view";
|
||||
constexpr auto UNIFORM_PROJECTION = "u_projection";
|
||||
constexpr auto UNIFORM_TEXTURE = "u_texture";
|
||||
constexpr auto UNIFORM_TINT = "u_tint";
|
||||
constexpr auto UNIFORM_COLOR_OFFSET = "u_color_offset";
|
||||
|
||||
#define SHADERS X(TEXTURE, VERTEX, FRAGMENT)
|
||||
|
||||
enum Type
|
||||
{
|
||||
#define X(symbol, vertex, fragment) symbol,
|
||||
SHADERS
|
||||
#undef X
|
||||
COUNT
|
||||
};
|
||||
|
||||
constexpr Info INFO[] = {
|
||||
#define X(symbol, vertex, fragment) {vertex, fragment},
|
||||
SHADERS
|
||||
#undef X
|
||||
};
|
||||
}
|
||||
|
||||
namespace game::resource
|
||||
{
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
GLint id{};
|
||||
|
||||
Shader() = default;
|
||||
Shader(const char*, const char*);
|
||||
bool is_valid() const;
|
||||
~Shader();
|
||||
|
||||
Shader& operator=(Shader&&) noexcept;
|
||||
};
|
||||
}
|
||||
132
src/resource/texture.cpp
Normal file
132
src/resource/texture.cpp
Normal file
@@ -0,0 +1,132 @@
|
||||
#include "texture.h"
|
||||
|
||||
#if defined(__clang__) || defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wmissing-field-initializers"
|
||||
#pragma GCC diagnostic ignored "-Wunused-function"
|
||||
#endif
|
||||
|
||||
#define STBI_ONLY_PNG
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
||||
|
||||
#if defined(__clang__) || defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using namespace glm;
|
||||
|
||||
namespace game::resource
|
||||
{
|
||||
bool Texture::is_valid() const { return id != 0; }
|
||||
|
||||
void Texture::retain()
|
||||
{
|
||||
if (refCount) ++(*refCount);
|
||||
}
|
||||
|
||||
void Texture::release()
|
||||
{
|
||||
if (refCount)
|
||||
{
|
||||
if (--(*refCount) == 0)
|
||||
{
|
||||
if (is_valid()) glDeleteTextures(1, &id);
|
||||
delete refCount;
|
||||
}
|
||||
refCount = nullptr;
|
||||
}
|
||||
else if (is_valid())
|
||||
{
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
|
||||
id = 0;
|
||||
}
|
||||
|
||||
Texture::~Texture() { release(); }
|
||||
|
||||
Texture::Texture(const Texture& other)
|
||||
{
|
||||
id = other.id;
|
||||
size = other.size;
|
||||
channels = other.channels;
|
||||
refCount = other.refCount;
|
||||
retain();
|
||||
}
|
||||
|
||||
Texture::Texture(Texture&& other) noexcept
|
||||
{
|
||||
id = other.id;
|
||||
size = other.size;
|
||||
channels = other.channels;
|
||||
refCount = other.refCount;
|
||||
|
||||
other.id = 0;
|
||||
other.size = {};
|
||||
other.channels = 0;
|
||||
other.refCount = nullptr;
|
||||
}
|
||||
|
||||
Texture& Texture::operator=(const Texture& other)
|
||||
{
|
||||
if (this != &other)
|
||||
{
|
||||
release();
|
||||
id = other.id;
|
||||
size = other.size;
|
||||
channels = other.channels;
|
||||
refCount = other.refCount;
|
||||
retain();
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
Texture& Texture::operator=(Texture&& other) noexcept
|
||||
{
|
||||
if (this != &other)
|
||||
{
|
||||
release();
|
||||
id = other.id;
|
||||
size = other.size;
|
||||
channels = other.channels;
|
||||
refCount = other.refCount;
|
||||
|
||||
other.id = 0;
|
||||
other.size = {};
|
||||
other.channels = 0;
|
||||
other.refCount = nullptr;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
Texture::Texture(const std::filesystem::path& path)
|
||||
{
|
||||
if (auto data = stbi_load(path.c_str(), &size.x, &size.y, nullptr, CHANNELS); data)
|
||||
{
|
||||
glGenTextures(1, &id);
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
stbi_image_free(data);
|
||||
channels = CHANNELS;
|
||||
refCount = new int(1);
|
||||
std::cout << "Initialized texture: '" << path.string() << "\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
id = 0;
|
||||
size = {};
|
||||
channels = 0;
|
||||
refCount = nullptr;
|
||||
std::cout << "Failed to initialize texture: '" << path.string() << "'\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
38
src/resource/texture.h
Normal file
38
src/resource/texture.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <GLES3/gl3.h>
|
||||
#else
|
||||
#include <glad/glad.h>
|
||||
#endif
|
||||
|
||||
#include <filesystem>
|
||||
#include <glm/ext/vector_int2.hpp>
|
||||
|
||||
namespace game::resource
|
||||
{
|
||||
class Texture
|
||||
{
|
||||
public:
|
||||
static constexpr auto CHANNELS = 4;
|
||||
|
||||
GLuint id{};
|
||||
glm::ivec2 size{};
|
||||
int channels{};
|
||||
|
||||
bool is_valid() const;
|
||||
|
||||
Texture() = default;
|
||||
~Texture();
|
||||
Texture(const Texture&);
|
||||
Texture(Texture&&) noexcept;
|
||||
Texture& operator=(const Texture&);
|
||||
Texture& operator=(Texture&&) noexcept;
|
||||
Texture(const std::filesystem::path&);
|
||||
|
||||
private:
|
||||
int* refCount{nullptr};
|
||||
void retain();
|
||||
void release();
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user