CMake: Move source directory to project root

This commit is contained in:
Riyyi
2022-09-16 20:15:49 +02:00
parent 4468b1ffb9
commit 6b0095dadf
79 changed files with 270 additions and 6 deletions
+3 -3
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@@ -58,18 +58,18 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Engine dependencies target
# Add engine target to project
add_subdirectory("${CMAKE_SOURCE_DIR}/vendor")
add_subdirectory("vendor")
# ------------------------------------------
# Engine target
# Add engine target to project
add_subdirectory("${CMAKE_SOURCE_DIR}/${ENGINE}")
add_subdirectory("src")
# ------------------------------------------
# Examples target
if (INFERNO_BUILD_EXAMPLES)
# Add examples target to project
add_subdirectory("${CMAKE_SOURCE_DIR}/example")
add_subdirectory("example")
endif()
+1 -1
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@@ -14,7 +14,7 @@ file(GLOB_RECURSE GAME_SOURCES "${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp")
add_executable(${GAME} ${GAME_SOURCES})
target_include_directories(${GAME} PRIVATE
"src"
"${CMAKE_SOURCE_DIR}/${ENGINE}/src")
"${CMAKE_SOURCE_DIR}/src")
target_link_libraries(${GAME} ${ENGINE})
target_precompile_headers(${GAME} REUSE_FROM ${ENGINE})
@@ -1,8 +1,8 @@
file(GLOB_RECURSE ENGINE_SOURCES "src/*.cpp")
file(GLOB_RECURSE ENGINE_SOURCES "${ENGINE}/*.cpp")
add_library(${ENGINE} ${ENGINE_SOURCES})
target_include_directories(${ENGINE} PRIVATE
"src"
"${CMAKE_SOURCE_DIR}/src"
"${CMAKE_SOURCE_DIR}/vendor/entt/src"
"${CMAKE_SOURCE_DIR}/vendor/glad/include"
"${CMAKE_SOURCE_DIR}/vendor/glfw/include"
+32
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@@ -0,0 +1,32 @@
#ifndef TEXTAREA_COMPONENT_H
#define TEXTAREA_COMPONENT_H
#include <cstdint> // uint32_t
#include <string> // std::string
#include <utility> // std::move
#include "glm/ext/vector_float4.hpp" // glm::vec4
namespace Inferno {
struct TextAreaComponent {
std::string content { "" };
std::string font { "" };
uint32_t fontSize { 0 };
uint32_t width { 0 };
uint32_t lines { 0 };
TextAreaComponent() {}
TextAreaComponent(const std::string& content, const std::string& font,
uint32_t fontSize, uint32_t width, uint32_t lines)
: content(std::move(content)), font(std::move(font)), fontSize(fontSize), width(width), lines(lines) {}
// booleans?
// glm::vec4 outlineColor { 1.0f, 1.0f, 1.0f, 1.0f };
// glow?
// float dropShadow { 0.0f };
};
}
#endif // TEXTAREA_COMPONENT_H
+15
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@@ -0,0 +1,15 @@
#include "inferno/render/framebuffer.h"
namespace Inferno {
Framebuffer::Framebuffer()
{
}
Framebuffer::~Framebuffer()
{
}
// -----------------------------------------
} // namespace Inferno
+14
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@@ -0,0 +1,14 @@
#ifndef FRAMEBUFFER_H
#define FRAMEBUFFER_H
namespace Inferno {
class Framebuffer {
public:
Framebuffer();
virtual ~Framebuffer();
};
} // namespace Inferno
#endif // FRAMEBUFFER_H
+7
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@@ -0,0 +1,7 @@
#include "inferno/render/renderer3d.h"
namespace Inferno {
//..
} // namespace Inferno
+40
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@@ -0,0 +1,40 @@
/*
* Copyright (C) 2021 Riyyi
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef RENDERER_3D_H
#define RENDERER_3D_H
namespace Inferno {
class Renderer3D {
public:
Renderer3D();
virtual ~Renderer3D();
};
} // namespace Inferno
#endif // RENDERER_3D_H
// - what data do you need?
// - gltf
// - how are we going to batch
// - mesh (gltf) -> material -> shader rendering
+117
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@@ -0,0 +1,117 @@
#include "inferno/application.h"
#include "inferno/assert.h"
#include "inferno/component/textareacomponent.h"
#include "inferno/render/font.h"
#include "inferno/render/renderer.h"
#include "inferno/render/texture.h"
#include "inferno/scene/scene.h"
#include "inferno/system/textareasystem.h"
#include "inferno/window.h"
namespace Inferno {
TextAreaSystem::TextAreaSystem(s)
{
info() << "TextAreaSystem initialized";
}
TextAreaSystem::~TextAreaSystem()
{
}
void TextAreaSystem::render()
{
auto view = m_scene->registry()->view<TransformComponent, TextAreaComponent>();
glm::ivec2 viewport = {
Application::the().getWindow().getWidth(),
Application::the().getWindow().getHeight(),
};
for (auto [entity, transform, textarea] : view.each()) {
// Loop through textareas content
// Linebreak if width reached
// Break if lines AND width reached
// Calculate character quad
// Submit character quad for rendering
std::shared_ptr<Font> font = FontManager::the().load(textarea.font);
// glm::mat4 translate = transform.translate;
float advance = 0.0f;
for (auto character : textarea.content) {
std::optional<CharacterQuad> quad = calculateCharacterQuad(character, font, advance);
if (quad) {
RendererCharacter::the().drawCharacter(quad.value(), font->texture());
}
}
}
}
std::optional<CharacterQuad> TextAreaSystem::calculateCharacterQuad(unsigned char character, std::shared_ptr<Font> font, float& advance)
{
CharacterQuad characterQuad;
auto c = font->get(character);
// Texture
// ---------------------------------
float textureWidth = static_cast<float>(font->texture()->width());
float textureHeight = static_cast<float>(font->texture()->height());
ASSERT(textureWidth == textureHeight, "TextAreaSystem read invalid font texture");
// Skip empty characters
if (c->size.x == 0 || c->size.y == 0) {
// Jump to the next glyph
advance += c->advance / textureWidth;
return {};
}
// Position
// ---------------------------------
float quadWidth = c->size.x / textureWidth;
float quadHeight = c->size.y / textureHeight;
characterQuad.at(0).quad.position = { -quadWidth, -quadHeight, 0.0f }; // bottom left
characterQuad.at(1).quad.position = { quadWidth, -quadHeight, 0.0f }; // bottom right
characterQuad.at(2).quad.position = { quadWidth, quadHeight, 0.0f }; // top right
characterQuad.at(3).quad.position = { -quadWidth, quadHeight, 0.0f }; // top left
for (auto& quad : characterQuad) {
quad.quad.position.x -= 0.5f;
quad.quad.position.x += c->offset.x / (float)textureWidth;
quad.quad.position.y -= c->offset.y / (float)textureHeight;
quad.quad.position.x += advance;
}
// dbgln("character: {} ({}) width: {} height: {} advance: {} x: {}",
// character, (int)character, quadWidth, quadHeight, advance, characterQuad.at(0).quad.position.x);
// Jump to the next glyph
advance += c->advance / textureWidth;
// Texture coordinates
// ---------------------------------
glm::vec2 x {
1 - (textureWidth - c->position.x) / textureWidth,
1 - (textureWidth - c->position.x - c->size.x) / textureWidth
};
glm::vec2 y {
(textureHeight - c->position.y - c->size.y) / textureHeight,
(textureHeight - c->position.y) / textureHeight
};
characterQuad.at(0).quad.textureCoordinates = { x.x, y.x };
characterQuad.at(1).quad.textureCoordinates = { x.y, y.x };
characterQuad.at(2).quad.textureCoordinates = { x.y, y.y };
characterQuad.at(3).quad.textureCoordinates = { x.x, y.y };
return characterQuad;
}
} // namespace Inferno
+39
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@@ -0,0 +1,39 @@
#ifndef TEXTAREA_H
#define TEXTAREA_H
#include <cstdint> // std::uint32_t
#include <memory> // std::shared_ptr
#include <optional> // std::optional
#include <vector> // std::vector
#include "glm/ext/vector_float3.hpp" // glm::vec3
#include "inferno/render/renderer.h"
#include "inferno/singleton.h"
namespace Inferno {
using CharacterQuad = std::array<CharacterVertex, Renderer::vertexPerQuad>;
class Font;
class Scene;
class TextAreaSystem final : public Singleton<TextAreaSystem> {
public:
TextAreaSystem(s);
virtual ~TextAreaSystem();
void render();
void setScene(Scene* scene) { m_scene = scene; }
private:
std::optional<CharacterQuad> calculateCharacterQuad(unsigned char character, std::shared_ptr<Font> font, float& advance);
Scene* m_scene { nullptr };
};
} // namespace Inferno
#endif // TEXTAREA_H