animation and lights moved to graphics
This commit is contained in:
parent
229ad2dd95
commit
86a9f815c1
30 changed files with 36 additions and 36 deletions
314
src/graphics/animation.cpp
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314
src/graphics/animation.cpp
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#include "graphics/animation.hpp"
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#include <memory>
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#include <chrono>
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#include "dbc.hpp"
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#include "algos/rand.hpp"
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#include <iostream>
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#include <fstream>
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#include "sound.hpp"
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#include "components.hpp"
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constexpr float SUB_FRAME_SENSITIVITY = 0.999f;
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namespace animation {
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using namespace std::chrono_literals;
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std::vector<sf::IntRect> Animation::calc_frames() {
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dbc::check(sequence.frames.size() == sequence.durations.size(), "sequence.frames.size() != sequence.durations.size()");
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std::vector<sf::IntRect> frames;
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for(int frame_i : sequence.frames) {
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dbc::check(frame_i < sheet.frames, "frame index greater than sheet frames");
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frames.emplace_back(
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sf::Vector2i{sheet.frame_width * frame_i, 0}, // NOTE: one row only for now
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sf::Vector2i{sheet.frame_width,
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sheet.frame_height});
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}
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return frames;
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}
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void Animation::play() {
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dbc::check(!playing, "can't call play while playing?");
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sequence.current = 0;
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sequence.subframe = 0.0f;
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sequence.loop_count = 0;
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playing = true;
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sequence.timer.start();
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sequence.INVARIANT();
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}
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void Animation::stop() {
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playing = false;
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sequence.timer.reset();
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}
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// need one for each kind of thing to animate
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// NOTE: possibly find a way to only run apply on frame change?
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void Animation::apply(sf::Sprite& sprite) {
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dbc::check(sequence.current < $frame_rects.size(), "current frame past $frame_rects");
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// NOTE: pos is not updated yet
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auto& rect = $frame_rects.at(sequence.current);
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sprite.setTextureRect(rect);
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}
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/*
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* Alternative mostly used in raycaster.cpp that
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* DOES NOT setTextureRect() but just points
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* the rect_io at the correct frame, but leaves
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* it's size and base position alone.
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*/
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void Animation::apply(sf::Sprite& sprite, sf::IntRect& rect_io) {
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dbc::check(sequence.current < $frame_rects.size(), "current frame past $frame_rects");
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auto& rect = $frame_rects.at(sequence.current);
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rect_io.position.x += rect.position.x;
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rect_io.position.y += rect.position.y;
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}
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void Animation::motion(sf::Transformable& sprite, sf::Vector2f pos, sf::Vector2f scale) {
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sequence.INVARIANT();
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transform.apply(sequence, pos, scale);
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if(transform.flipped) {
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scale.x *= -1;
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}
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sprite.setPosition(pos);
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if(transform.scaled) {
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sprite.setScale(scale);
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}
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}
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void Animation::motion(sf::View& view_out, sf::Vector2f pos, sf::Vector2f size) {
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dbc::check(size.x > 1.0f && size.y > 1.0f, "motion size must be above 1.0 since it's not a ratio");
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dbc::check(transform.flipped == false, "transform must be false, has no effect on View");
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sf::Vector2f scale{transform.min_x, transform.min_y};
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transform.apply(sequence, pos, scale);
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view_out.setCenter(pos);
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if(transform.scaled) {
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view_out.setSize({size.x * scale.x, size.y * scale.y});
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} else {
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view_out.setSize(size);
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}
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}
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void Animation::apply_effect(std::shared_ptr<sf::Shader> effect) {
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dbc::check(effect != nullptr, "can't apply null effect");
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effect->setUniform("u_time", sequence.timer.getElapsedTime().asSeconds());
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sf::Vector2f u_resolution{float(sheet.frame_width), float(sheet.frame_height)};
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effect->setUniform("u_resolution", u_resolution);
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}
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void Animation::play_sound() {
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// BUG: this can be optimized way better
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if(sounds.contains(form_name)) {
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for(auto& [at_frame, sound_name] : sounds.at(form_name)) {
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if(sequence.current == at_frame) {
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sound::play(sound_name);
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}
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}
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} else {
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fmt::println("Animation has not sound {}", form_name);
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}
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}
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/* REFACTOR: I believe this is wrong still. If ::commit() determines number of ticks+alpha since last
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* render then update needs to be called 1/tick. The Timer will keep track of alpha as the error
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* between commit calls, so this function only really needs to care about ticks. But, I'm still
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* calling getElapsedTime() when I already did that in commit(), so should I just ignore that and assume
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* elapsed is DELTA, or use elapsed here?
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*/
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void Animation::update() {
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dbc::check(playing, "attempt to update animation that's not playing");
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sequence.INVARIANT();
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auto [ticks, alpha] = sequence.timer.commit();
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int duration = sequence.durations.at(sequence.current);
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sequence.subframe += ticks;
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sequence.easing_position += ticks;
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bool frame_change = false;
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if(sequence.subframe >= duration) {
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sequence.timer.restart();
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sequence.current++;
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sequence.subframe = 0;
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frame_change = true;
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}
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if(sequence.current >= sequence.frame_count) {
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sequence.loop_count++;
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sequence.easing_position = 0;
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playing = onLoop(sequence, transform);
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sequence.INVARIANT();
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}
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if(frame_change) play_sound();
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if(frame_change && onFrame != nullptr) onFrame();
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}
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void Timer::start() {
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clock.start();
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prev_time = clock.getElapsedTime().asSeconds();
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}
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void Timer::reset() {
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elapsed_ticks = 0;
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clock.reset();
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}
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void Timer::restart() {
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elapsed_ticks = 0;
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clock.restart();
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prev_time = clock.getElapsedTime().asSeconds();
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}
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sf::Time Timer::getElapsedTime() {
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return clock.getElapsedTime();
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}
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std::pair<int, double> Timer::commit() {
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// determine frame duration based on previous time
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current_time = clock.getElapsedTime().asSeconds();
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frame_duration = current_time - prev_time;
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// update prev_time for the next call
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prev_time = current_time;
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// update accumulator, retaining previous errors
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accumulator += frame_duration;
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// find the tick count based on DELTA
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double tick_count = floor(accumulator / DELTA);
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// reduce accumulator by the number of DELTAS
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accumulator -= tick_count * DELTA;
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// that leaves the remaining errors for next loop
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elapsed_ticks += tick_count;
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// alpha is then what we lerp...but WHY?!
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alpha = accumulator / DELTA;
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// return the number of even DELTA ticks and the alpha
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return {int(tick_count), alpha};
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}
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void Transform::apply(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
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float tick = easing_func(seq.easing_position / seq.easing_duration);
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motion_func(*this, pos_out, scale_out, tick, relative);
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}
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bool Animation::has_form(const std::string& as_form) {
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return forms.contains(as_form);
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}
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void Animation::set_form(const std::string& as_form) {
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dbc::check(forms.contains(as_form),
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fmt::format("form {} does not exist in animation", as_form));
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stop();
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const auto& [seq_name, tr_name] = forms.at(as_form);
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dbc::check(sequences.contains(seq_name),
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fmt::format("sequences do NOT have \"{}\" name", seq_name));
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dbc::check(transforms.contains(tr_name),
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fmt::format("transforms do NOT have \"{}\" name", tr_name));
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// everything good, do the update
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form_name = as_form;
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sequence_name = seq_name;
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transform_name = tr_name;
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sequence = sequences.at(seq_name);
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transform = transforms.at(tr_name);
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sequence.frame_count = sequence.frames.size();
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// BUG: should this be configurable instead?
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for(auto duration : sequence.durations) {
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sequence.easing_duration += float(duration);
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}
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dbc::check(sequence.easing_duration > 0.0, "bad easing duration");
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$frame_rects = calc_frames();
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transform.easing_func = ease2::get_easing(transform.easing);
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transform.motion_func = ease2::get_motion(transform.motion);
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sequence.INVARIANT();
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}
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Animation load(const std::string &file, const std::string &anim_name) {
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using nlohmann::json;
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std::ifstream infile(file);
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auto data = json::parse(infile);
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dbc::check(data.contains(anim_name),
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fmt::format("{} animation config does not have animation {}", file, anim_name));
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Animation anim;
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animation::from_json(data[anim_name], anim);
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anim.name = anim_name;
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dbc::check(anim.forms.contains("idle"),
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fmt::format("animation {} must have 'idle' form", anim_name));
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anim.set_form("idle");
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return anim;
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}
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void Sequence::INVARIANT(const std::source_location location) {
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dbc::check(frames.size() == durations.size(),
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fmt::format("frames.size={} doesn't match durations.size={}",
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frames.size(), durations.size()), location);
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dbc::check(easing_duration > 0.0,
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fmt::format("bad easing duration: {}", easing_duration), location);
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dbc::check(frame_count == frames.size(),
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fmt::format("frame_count={} doesn't match frames.size={}", frame_count, frames.size()), location);
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dbc::check(frame_count == durations.size(),
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fmt::format("frame_count={} doesn't match durations.size={}", frame_count, durations.size()), location);
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dbc::check(current < durations.size(),
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fmt::format("current={} went past end of fame durations.size={}",
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current, durations.size()), location);
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}
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// BUG: BAAADD REMOVE
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bool has(const std::string& name) {
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using nlohmann::json;
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std::ifstream infile("assets/animation.json");
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auto data = json::parse(infile);
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return data.contains(name);
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}
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void configure(DinkyECS::World& world, DinkyECS::Entity entity) {
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auto sprite = world.get_if<components::Sprite>(entity);
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if(sprite != nullptr && has(sprite->name)) {
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world.set<Animation>(entity, animation::load("assets/animation.json", sprite->name));
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}
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}
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void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity) {
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auto anim = world.get_if<Animation>(entity);
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if(anim != nullptr && !anim->playing) {
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anim->play();
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}
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}
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}
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150
src/graphics/animation.hpp
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150
src/graphics/animation.hpp
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#pragma once
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#include <memory>
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#include <chrono>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Shader.hpp>
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#include <SFML/Graphics/View.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Time.hpp>
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#include <functional>
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#include "easing.hpp"
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#include <fmt/core.h>
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#include "json_mods.hpp"
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#include <source_location>
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#include "dinkyecs.hpp"
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namespace animation {
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template <typename T> struct NameOf;
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struct Sheet {
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int frames{0};
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int frame_width{0};
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int frame_height{0};
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};
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struct Timer {
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double DELTA = 1.0/60.0;
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double accumulator = 0.0;
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double prev_time = 0.0;
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double current_time = 0.0;
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double frame_duration = 0.0;
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double alpha = 0.0;
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int elapsed_ticks = 0;
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sf::Clock clock{};
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std::pair<int, double> commit();
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void start();
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void reset();
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void restart();
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sf::Time getElapsedTime();
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};
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struct Sequence {
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std::vector<int> frames{};
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std::vector<int> durations{}; // in ticks
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size_t current{0};
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int loop_count{0};
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size_t frame_count{frames.size()};
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Timer timer{};
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int subframe{0};
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float easing_duration{0.0f};
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float easing_position{0.0f};
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void INVARIANT(const std::source_location location = std::source_location::current());
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};
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struct Transform {
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// how to know when a transform ends?
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float min_x{1.0f};
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float min_y{1.0f};
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float max_x{1.0f};
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float max_y{1.0f};
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bool flipped{false};
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bool scaled{false};
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bool relative{false};
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// handled by onLoop
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bool toggled{false};
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bool looped{false};
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std::string easing{"in_out_back"};
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std::string motion{"move_rush"};
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// change to using a callback function for these
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ease2::EaseFunc easing_func{ease2::get_easing(easing)};
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ease2::MotionFunc motion_func{ease2::get_motion(motion)};
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std::shared_ptr<sf::Shader> shader{nullptr};
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void apply(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
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};
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/* Gets the number of times it looped, and returns if it should stop. */
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using OnLoopHandler = std::function<bool(Sequence& seq, Transform& tr)>;
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using OnFrameHandler = std::function<void()>;
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inline bool DefaultOnLoop(Sequence& seq, Transform& tr) {
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if(tr.toggled) {
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seq.current = seq.frame_count - 1;
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} else {
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seq.current = 0;
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}
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return tr.looped;
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}
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using Form = std::pair<std::string, std::string>;
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using Sound = std::pair<size_t, std::string>;
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class Animation {
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public:
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Sheet sheet;
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std::unordered_map<std::string, Sequence> sequences;
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std::unordered_map<std::string, Transform> transforms;
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std::unordered_map<std::string, Form> forms;
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std::unordered_map<std::string, std::vector<Sound>> sounds;
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OnFrameHandler onFrame = nullptr;
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Sequence sequence{};
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Transform transform{};
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std::vector<sf::IntRect> $frame_rects{calc_frames()};
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OnLoopHandler onLoop = DefaultOnLoop;
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bool playing = false;
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// mostly for debugging purposes
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std::string form_name="idle";
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std::string sequence_name="";
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std::string transform_name="";
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std::string name="";
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std::vector<sf::IntRect> calc_frames();
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void play();
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void play_sound();
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void stop();
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bool has_form(const std::string& as_form);
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void set_form(const std::string& form);
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void apply(sf::Sprite& sprite);
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void apply(sf::Sprite& sprite, sf::IntRect& rect_io);
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void apply_effect(std::shared_ptr<sf::Shader> effect);
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void update();
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void motion(sf::Transformable& sprite, sf::Vector2f pos, sf::Vector2f scale);
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void motion(sf::View& view_out, sf::Vector2f pos, sf::Vector2f scale);
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};
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Animation load(const std::string &file, const std::string &anim_name);
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// BUG: brought over from animation to finish the refactor, but these may not be needed or maybe they go in system.cpp?
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bool has(const std::string& name);
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void configure(DinkyECS::World& world, DinkyECS::Entity entity);
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void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity);
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ENROLL_COMPONENT(Sheet, frames, frame_width, frame_height);
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ENROLL_COMPONENT(Sequence, frames, durations);
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ENROLL_COMPONENT(Transform, min_x, min_y, max_x, max_y,
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flipped, scaled, relative, toggled, looped, easing, motion);
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ENROLL_COMPONENT(Animation, sheet, sequences, transforms, forms, sounds);
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}
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87
src/graphics/lights.cpp
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87
src/graphics/lights.cpp
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#include "graphics/lights.hpp"
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#include "constants.hpp"
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#include "graphics/textures.hpp"
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#include <vector>
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using std::vector;
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namespace lighting {
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LightRender::LightRender(Matrix& tiles) :
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$width(matrix::width(tiles)),
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$height(matrix::height(tiles)),
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$lightmap(matrix::make($width, $height)),
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$ambient(matrix::make($width, $height)),
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$paths($width, $height),
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$fow(matrix::make($width, $height))
|
||||
{
|
||||
auto& tile_ambient = textures::get_ambient_light();
|
||||
|
||||
for(matrix::each_cell it{tiles}; it.next();) {
|
||||
size_t tile_id = tiles[it.y][it.x];
|
||||
$ambient[it.y][it.x] = MIN + tile_ambient[tile_id];
|
||||
}
|
||||
}
|
||||
|
||||
void LightRender::render_square_light(LightSource source, Point at, PointList &has_light) {
|
||||
for(matrix::box it{$lightmap, at.x, at.y, (size_t)floor(source.radius)}; it.next();) {
|
||||
if($paths.$paths[it.y][it.x] != WALL_PATH_LIMIT) {
|
||||
$lightmap[it.y][it.x] = light_level(source.strength, it.distance(), it.x, it.y);
|
||||
has_light.emplace_back(it.x, it.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* NOTE: This really doesn't need to calculate light all the time. It doesn't
|
||||
* change around the light source until the lightsource is changed, so the
|
||||
* light levels could be placed in a Matrix inside LightSource, calculated once
|
||||
* and then simply "applied" to the area where the entity is located. The only
|
||||
* thing that would need to be calculated each time is the walls.
|
||||
*/
|
||||
void LightRender::render_light(LightSource source, Point at) {
|
||||
clear_light_target(at);
|
||||
PointList has_light;
|
||||
|
||||
render_square_light(source, at, has_light);
|
||||
|
||||
for(auto point : has_light) {
|
||||
for(matrix::compass it{$lightmap, point.x, point.y}; it.next();) {
|
||||
if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) {
|
||||
$lightmap[it.y][it.x] = light_level(source.strength, 1.5f, point.x, point.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int LightRender::light_level(int strength, float distance, size_t x, size_t y) {
|
||||
int boosted = strength + BOOST;
|
||||
int new_level = distance <= 1.0f ? boosted : boosted / sqrt(distance);
|
||||
int cur_level = $lightmap[y][x];
|
||||
return cur_level < new_level ? new_level : cur_level;
|
||||
}
|
||||
|
||||
void LightRender::reset_light() {
|
||||
$lightmap = $ambient;
|
||||
}
|
||||
|
||||
void LightRender::clear_light_target(const Point &at) {
|
||||
$paths.clear_target(at);
|
||||
}
|
||||
|
||||
void LightRender::set_light_target(const Point &at, int value) {
|
||||
$paths.set_target(at, value);
|
||||
}
|
||||
|
||||
void LightRender::update_fow(Point at, LightSource source) {
|
||||
for(matrix::circle it{$lightmap, at, source.radius}; it.next();) {
|
||||
for(auto x = it.left; x < it.right; x++) {
|
||||
$fow[it.y][x] = $lightmap[it.y][x];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LightRender::path_light(Matrix &walls) {
|
||||
$paths.compute_paths(walls);
|
||||
}
|
||||
}
|
||||
40
src/graphics/lights.hpp
Normal file
40
src/graphics/lights.hpp
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
#pragma once
|
||||
#include <array>
|
||||
#include "dbc.hpp"
|
||||
#include "point.hpp"
|
||||
#include <algorithm>
|
||||
#include "algos/matrix.hpp"
|
||||
#include "algos/pathing.hpp"
|
||||
#include "components.hpp"
|
||||
|
||||
namespace lighting {
|
||||
using components::LightSource;
|
||||
|
||||
// THESE ARE PERCENTAGES!
|
||||
const int MIN = 20;
|
||||
const int BOOST = 10;
|
||||
|
||||
class LightRender {
|
||||
public:
|
||||
size_t $width;
|
||||
size_t $height;
|
||||
Matrix $lightmap;
|
||||
Matrix $ambient;
|
||||
Pathing $paths;
|
||||
matrix::Matrix $fow;
|
||||
|
||||
LightRender(Matrix& walls);
|
||||
|
||||
void reset_light();
|
||||
void set_light_target(const Point &at, int value=0);
|
||||
void clear_light_target(const Point &at);
|
||||
void path_light(Matrix &walls);
|
||||
void light_box(LightSource source, Point from, Point &min_out, Point &max_out);
|
||||
int light_level(int level, float distance, size_t x, size_t y);
|
||||
void render_light(LightSource source, Point at);
|
||||
void render_square_light(LightSource source, Point at, PointList &has_light);
|
||||
void update_fow(Point player_pos, LightSource source);
|
||||
Matrix &lighting() { return $lightmap; }
|
||||
Matrix &paths() { return $paths.paths(); }
|
||||
};
|
||||
}
|
||||
189
src/graphics/scene.cpp
Normal file
189
src/graphics/scene.cpp
Normal file
|
|
@ -0,0 +1,189 @@
|
|||
#include "graphics/scene.hpp"
|
||||
#include "graphics/animation.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include <fmt/core.h>
|
||||
#include "dbc.hpp"
|
||||
|
||||
const bool DEBUG=false;
|
||||
|
||||
namespace scene {
|
||||
Element Engine::config_scene_element(nlohmann::json& config, bool duped) {
|
||||
std::string sprite_name = config["sprite"];
|
||||
auto st = textures::get_sprite(sprite_name, duped);
|
||||
|
||||
float scale_x = config["scale_x"];
|
||||
float scale_y = config["scale_y"];
|
||||
float x = config["x"];
|
||||
float y = config["y"];
|
||||
bool flipped = config["flipped"];
|
||||
|
||||
// BUG: put the .json file to load as a default/optional arg
|
||||
auto anim = animation::load("./assets/animation.json", sprite_name);
|
||||
anim.play();
|
||||
|
||||
anim.transform.flipped = flipped;
|
||||
|
||||
std::string cell = config["cell"];
|
||||
std::string name = config["name"];
|
||||
|
||||
bool at_mid = config["at_mid"];
|
||||
|
||||
sf::Text text(*$ui.$font, "", 60);
|
||||
|
||||
return {name, st, anim, cell, {scale_x, scale_y}, {x, y}, at_mid, flipped, nullptr, text};
|
||||
}
|
||||
|
||||
Engine::Engine(components::AnimatedScene& scene) :
|
||||
$scene(scene)
|
||||
{
|
||||
for(auto& config : $scene.actors) {
|
||||
auto element = config_scene_element(config, false);
|
||||
dbc::check(!$actor_name_ids.contains(element.name),
|
||||
fmt::format("actors key {} already exists", element.name));
|
||||
$actors.push_back(element);
|
||||
$actor_name_ids.try_emplace(element.name, $actors.size() - 1);
|
||||
}
|
||||
|
||||
for(auto& fixture : $scene.fixtures) {
|
||||
auto element = config_scene_element(fixture, true);
|
||||
$fixtures.push_back(element);
|
||||
}
|
||||
|
||||
for(auto& line : $scene.layout) {
|
||||
$layout.append(line);
|
||||
}
|
||||
}
|
||||
|
||||
void Engine::init() {
|
||||
$ui.position(0,0, BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT);
|
||||
$ui.set<guecs::Background>($ui.MAIN, {$ui.$parser, guecs::THEME.TRANSPARENT});
|
||||
auto& background = $ui.get<guecs::Background>($ui.MAIN);
|
||||
background.set_sprite($scene.background, true);
|
||||
|
||||
$ui.layout($layout);
|
||||
|
||||
for(auto& actor : $actors) {
|
||||
actor.pos = position_sprite(actor.st, actor.cell,
|
||||
actor.scale, actor.at_mid, actor.pos.x, actor.pos.y);
|
||||
}
|
||||
|
||||
for(auto& fixture : $fixtures) {
|
||||
fixture.pos = position_sprite(fixture.st, fixture.cell,
|
||||
fixture.scale, fixture.at_mid, fixture.pos.x, fixture.pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
void Engine::apply_effect(const std::string& actor, const std::string& shader) {
|
||||
auto& element = actor_config(actor);
|
||||
element.effect = shaders::get(shader);
|
||||
}
|
||||
|
||||
void Engine::attach_text(const std::string& actor, const std::string& text) {
|
||||
auto& element = actor_config(actor);
|
||||
element.text.setPosition(element.pos);
|
||||
element.text.setScale(element.scale);
|
||||
element.text.setFillColor(sf::Color::Red);
|
||||
element.text.setOutlineThickness(2.0f);
|
||||
element.text.setOutlineColor(sf::Color::Black);
|
||||
element.text.setString(text);
|
||||
}
|
||||
|
||||
bool Engine::mouse(float x, float y, guecs::Modifiers mods) {
|
||||
return $ui.mouse(x, y, mods);
|
||||
}
|
||||
|
||||
void Engine::render(sf::RenderTexture& view) {
|
||||
$ui.render(view);
|
||||
|
||||
for(auto& fixture : $fixtures) {
|
||||
view.draw(*fixture.st.sprite, fixture.effect.get());
|
||||
}
|
||||
|
||||
for(auto& actor : $actors) {
|
||||
view.draw(*actor.st.sprite, actor.effect.get());
|
||||
if(actor.anim.playing) view.draw(actor.text);
|
||||
}
|
||||
|
||||
$camera.render(view);
|
||||
if(DEBUG) $ui.debug_layout(view);
|
||||
}
|
||||
|
||||
Element& Engine::actor_config(const std::string& actor) {
|
||||
dbc::check($actor_name_ids.contains(actor), fmt::format("scene does not contain actor {}", actor));
|
||||
return $actors.at($actor_name_ids.at(actor));
|
||||
}
|
||||
|
||||
void Engine::move_actor(const std::string& actor, const std::string& cell_name) {
|
||||
auto& config = actor_config(actor);
|
||||
config.cell = cell_name;
|
||||
config.pos = position_sprite(config.st, config.cell, config.scale, config.at_mid);
|
||||
}
|
||||
|
||||
void Engine::animate_actor(const std::string& actor, const std::string& form) {
|
||||
auto& config = actor_config(actor);
|
||||
config.anim.set_form(form);
|
||||
|
||||
if(!config.anim.playing) {
|
||||
config.anim.play();
|
||||
}
|
||||
}
|
||||
|
||||
inline void this_is_stupid_refactor(std::vector<Element>& elements) {
|
||||
for(auto& element : elements) {
|
||||
if(element.anim.playing) {
|
||||
element.anim.update();
|
||||
element.anim.motion(*element.st.sprite, element.pos, element.scale);
|
||||
element.anim.apply(*element.st.sprite);
|
||||
if(element.effect != nullptr) element.anim.apply_effect(element.effect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Engine::update() {
|
||||
this_is_stupid_refactor($fixtures);
|
||||
this_is_stupid_refactor($actors);
|
||||
}
|
||||
|
||||
sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff, float y_diff) {
|
||||
auto& cell = $ui.cell_for(cell_name);
|
||||
float x = float(at_mid ? cell.mid_x : cell.x);
|
||||
float y = float(at_mid ? cell.mid_y : cell.y);
|
||||
|
||||
sf::Vector2f pos{x + x_diff, y + y_diff};
|
||||
st.sprite->setPosition(pos);
|
||||
st.sprite->setScale(scale);
|
||||
|
||||
return pos;
|
||||
}
|
||||
|
||||
void Engine::zoom(float mid_x, float mid_y, const std::string& style, float scale) {
|
||||
$camera.style(style);
|
||||
$camera.scale(scale);
|
||||
$camera.move(mid_x, mid_y);
|
||||
$camera.play();
|
||||
}
|
||||
|
||||
void Engine::zoom(const std::string &actor, const std::string& style, float scale) {
|
||||
auto& config = actor_config(actor);
|
||||
auto bounds = config.st.sprite->getGlobalBounds();
|
||||
float mid_x = config.pos.x + bounds.size.x / 2.0f;
|
||||
float mid_y = config.pos.y + bounds.size.y / 2.0f;
|
||||
|
||||
zoom(mid_x, mid_y, style, scale);
|
||||
}
|
||||
|
||||
void Engine::set_end_cb(std::function<void()> cb) {
|
||||
for(auto& actor : $actors) {
|
||||
actor.anim.onLoop = [&,cb](auto& seq, auto& tr) -> bool {
|
||||
seq.current = tr.toggled ? seq.frame_count - 1 : 0;
|
||||
cb();
|
||||
actor.effect = nullptr;
|
||||
return tr.looped;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
void Engine::reset(sf::RenderTexture& view) {
|
||||
$camera.reset(view);
|
||||
}
|
||||
}
|
||||
60
src/graphics/scene.hpp
Normal file
60
src/graphics/scene.hpp
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include "graphics/textures.hpp"
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <guecs/ui.hpp>
|
||||
#include "camera.hpp"
|
||||
#include <functional>
|
||||
#include "graphics/animation.hpp"
|
||||
#include "components.hpp"
|
||||
|
||||
namespace scene {
|
||||
using std::shared_ptr;
|
||||
using namespace textures;
|
||||
|
||||
struct Element {
|
||||
std::string name;
|
||||
textures::SpriteTexture st;
|
||||
animation::Animation anim;
|
||||
std::string cell;
|
||||
sf::Vector2f scale{1.0f, 1.0f};
|
||||
sf::Vector2f pos{0.0f, 0.0f};
|
||||
bool at_mid=false;
|
||||
bool flipped=false;
|
||||
std::shared_ptr<sf::Shader> effect = nullptr;
|
||||
sf::Text text;
|
||||
};
|
||||
|
||||
struct Engine {
|
||||
sf::Clock $clock;
|
||||
guecs::UI $ui;
|
||||
components::AnimatedScene& $scene;
|
||||
std::string $layout;
|
||||
std::unordered_map<std::string, int> $actor_name_ids;
|
||||
std::vector<Element> $fixtures;
|
||||
std::vector<Element> $actors;
|
||||
cinematic::Camera $camera{{BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}, "scene"};
|
||||
|
||||
Engine(components::AnimatedScene& scene);
|
||||
|
||||
void init();
|
||||
void render(sf::RenderTexture& view);
|
||||
void update();
|
||||
bool mouse(float x, float y, guecs::Modifiers mods);
|
||||
void attach_text(const std::string& actor, const std::string& text);
|
||||
Element config_scene_element(nlohmann::json& config, bool duped);
|
||||
|
||||
sf::Vector2f position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff=0.0f, float y_diff=0.0f);
|
||||
|
||||
void move_actor(const std::string& actor, const std::string& cell_name);
|
||||
void animate_actor(const std::string& actor, const std::string& form);
|
||||
void apply_effect(const std::string& actor, const std::string& shader);
|
||||
Element& actor_config(const std::string& actor);
|
||||
void zoom(const std::string& actor, const std::string& style, float scale=0.9f);
|
||||
void zoom(float mid_x, float mid_y, const std::string& style, float scale);
|
||||
void reset(sf::RenderTexture& view);
|
||||
void set_end_cb(std::function<void()> cb);
|
||||
};
|
||||
}
|
||||
78
src/graphics/shaders.cpp
Normal file
78
src/graphics/shaders.cpp
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
#include "graphics/shaders.hpp"
|
||||
#include <SFML/Graphics/Image.hpp>
|
||||
#include "dbc.hpp"
|
||||
#include <fmt/core.h>
|
||||
#include "config.hpp"
|
||||
#include "constants.hpp"
|
||||
#include <memory>
|
||||
|
||||
namespace shaders {
|
||||
using std::shared_ptr, std::make_shared;
|
||||
|
||||
static ShaderManager SMGR;
|
||||
static bool INITIALIZED = false;
|
||||
static int VERSION = 0;
|
||||
|
||||
inline void configure_shader_defaults(std::shared_ptr<sf::Shader> ptr) {
|
||||
ptr->setUniform("source", sf::Shader::CurrentTexture);
|
||||
}
|
||||
|
||||
bool load_shader(std::string name, nlohmann::json& settings) {
|
||||
std::string file_name = settings["file_name"];
|
||||
auto ptr = std::make_shared<sf::Shader>();
|
||||
bool good = ptr->loadFromFile(file_name, sf::Shader::Type::Fragment);
|
||||
|
||||
if(good) {
|
||||
configure_shader_defaults(ptr);
|
||||
SMGR.shaders.try_emplace(name, name, file_name, ptr);
|
||||
}
|
||||
return good;
|
||||
}
|
||||
|
||||
void init() {
|
||||
if(!INITIALIZED) {
|
||||
dbc::check(sf::Shader::isAvailable(), "no shaders?!");
|
||||
INITIALIZED = true;
|
||||
auto config = settings::get("shaders");
|
||||
bool good = load_shader("ERROR", config["ERROR"]);
|
||||
dbc::check(good, "Failed to load ERROR shader. Look in assets/shaders.json");
|
||||
|
||||
for(auto& [name, settings] : config.json().items()) {
|
||||
if(name == "ERROR") continue;
|
||||
|
||||
dbc::check(!SMGR.shaders.contains(name),
|
||||
fmt::format("shader name '{}' duplicated in assets/shaders.json", name));
|
||||
good = load_shader(name, settings);
|
||||
|
||||
if(!good) {
|
||||
dbc::log(fmt::format("failed to load shader {}", name));
|
||||
SMGR.shaders.insert_or_assign(name, SMGR.shaders.at("ERROR"));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<sf::Shader> get(const std::string& name) {
|
||||
dbc::check(INITIALIZED, "you forgot to shaders::init()");
|
||||
dbc::check(SMGR.shaders.contains(name),
|
||||
fmt::format("shader name '{}' not in assets/shaders.json", name));
|
||||
auto& rec = SMGR.shaders.at(name);
|
||||
return rec.ptr;
|
||||
}
|
||||
|
||||
int reload() {
|
||||
VERSION++;
|
||||
INITIALIZED = false;
|
||||
SMGR.shaders.clear();
|
||||
init();
|
||||
return VERSION;
|
||||
}
|
||||
|
||||
bool updated(int my_version) {
|
||||
return my_version != VERSION;
|
||||
}
|
||||
|
||||
int version() {
|
||||
return VERSION;
|
||||
}
|
||||
};
|
||||
28
src/graphics/shaders.hpp
Normal file
28
src/graphics/shaders.hpp
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
#pragma once
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
#include "algos/matrix.hpp"
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
namespace shaders {
|
||||
struct Record {
|
||||
std::string name;
|
||||
std::string file_name;
|
||||
std::shared_ptr<sf::Shader> ptr = nullptr;
|
||||
};
|
||||
|
||||
struct ShaderManager {
|
||||
std::unordered_map<std::string, Record> shaders;
|
||||
};
|
||||
|
||||
std::shared_ptr<sf::Shader> get(const std::string& name);
|
||||
void init();
|
||||
bool load_shader(std::string& name, nlohmann::json& settings);
|
||||
bool updated(int my_version);
|
||||
int reload();
|
||||
int version();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue