177 lines
6.2 KiB
C++
177 lines
6.2 KiB
C++
/* +------------------------------------------------------+
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____/ \____ /| - Open source game framework licensed to freely use, |
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\ / / | copy, modify and sell without restriction |
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+--\ ^__^ /--+ | |
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| ~/ \~ | | - created for <https://foam.shampoo.ooo> |
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| ~~~~~~~~~~~~ | +------------------------------------------------------+
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| SPACE ~~~~~ | /
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| ~~~~~~~ BOX |/
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+-------------*/
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#pragma once
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/* GL functions */
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#if defined(__EMSCRIPTEN__)
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#include <GL/glew.h>
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#elif defined(__ANDROID__) || defined(ANDROID)
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#else
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#include "glew/glew.h"
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#endif
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#include <iostream>
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#include <string>
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#include <map>
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#include <memory>
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#include <iterator>
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#include <stdexcept>
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#include "glm/glm.hpp"
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#include "Attributes.hpp"
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#include "Texture.hpp"
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#include "Carousel.hpp"
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namespace sb
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{
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class Model
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{
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private:
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inline static const std::string DEFAULT_TEXTURE_NAME = "default";
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std::map<std::string, sb::Texture> _textures;
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std::map<std::string, std::shared_ptr<sb::Attributes>> _attributes;
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glm::mat4 _transformation {1.0f};
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public:
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Model();
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Model(const std::map<std::string, std::shared_ptr<sb::Attributes>>&);
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Model(const std::map<std::string, sb::Attributes>&);
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Model(const std::initializer_list<std::string>&);
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std::map<std::string, std::shared_ptr<sb::Attributes>>& attributes();
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std::shared_ptr<sb::Attributes>& attributes(const std::string&);
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void attributes(const sb::Attributes&, const std::string&);
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void attributes(const std::shared_ptr<sb::Attributes>&, const std::string&);
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std::shared_ptr<sb::Attributes>& operator[](const std::string&);
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void enable();
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void disable();
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std::map<std::string, sb::Texture>& textures();
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sb::Texture& texture(const std::string&);
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sb::Texture& texture();
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void texture(const sb::Texture&, const std::string&);
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void texture(const sb::Texture&);
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/*!
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* @return a constanst reference to the model's transformation matrix
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*/
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const glm::mat4& transformation() const;
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/*!
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* Apply the given transformation matrix to the model's current transformation matrix.
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*
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* @return the model's new transformation matrix
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*/
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const glm::mat4& transform(const glm::mat4& transformation);
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/*!
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* Resets the model's transformation to the identity matrix.
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*
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* @return the model's new transformation matrix, the identity matrix
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*/
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const glm::mat4& untransform();
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/*!
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* Specialized version of transform(const glm::mat4&) that builds a scale transformation from an x, y, z vector and
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* applies it to the model's transformation matrix.
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*
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* @param scale x, y, z scale
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* @return the model's new transformation matrix
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*/
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const glm::mat4& scale(const glm::vec3& scale);
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/*!
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* Scale all dimensions by the same amount.
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* @overload scale(const glm::vec3&)
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*/
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const glm::mat4& scale(float scale);
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/*!
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* Specialized version of transform(const glm::mat4&) that builds a rotation matrix from an angle in radians and an axis
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* vector and applies it to the model's transformation matrix.
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*
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* The axis is the vector around which the model will be rotated. For example, to rotate a 2D plane around the origin, use
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* the z-axis: `glm::vec3(0.0f, 0.0f, 1.0f)`.
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*
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* @param angle angle in radians
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* @param axis axis to rotate the model around
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* @return the model's new transformation matrix
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*/
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const glm::mat4& rotate(float angle, glm::vec3 axis);
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/*!
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* Specialized version of transform(const glm::mat4&) that builds a translation matrix from a 3D translation vector
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* indicating the distance to translate along each axis and applies it to the model's transformation matrix.
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*
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* @param translation distance to translate in the x, y, and z dimensions
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* @return the model's new transformation matrix
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*/
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const glm::mat4& translate(glm::vec3 translation);
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std::size_t size();
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operator glm::mat4() const;
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};
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class Plane : public Model
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{
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public:
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/* A plane in the X and Y dimensions, from (-1.0, -1.0) to (1.0, 1.0) */
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inline const static std::shared_ptr<sb::Attributes> position = std::make_shared<sb::Attributes>(sb::Attributes{
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{-1.0f, 1.0f}, {1.0f, 1.0f}, {-1.0f, -1.0f},
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{1.0f, 1.0f}, {1.0f, -1.0f}, {-1.0f, -1.0f}
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});
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/* Map a texture to fill the plane */
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inline const static std::shared_ptr<sb::Attributes> uv = std::make_shared<sb::Attributes>(sb::Attributes{
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{0.0f, 1.0f}, {1.0f, 1.0f}, {0.0f, 0.0f},
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{1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 0.0f}
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});
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/* A gradient from magenta to yellow */
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inline const static std::shared_ptr<sb::Attributes> color = std::make_shared<sb::Attributes>(sb::Attributes{
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{1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 1.0f}, {0.8f, 0.0f, 0.3f, 1.0f},
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{1.0f, 1.0f, 0.0f, 1.0f}, {0.8f, 0.0f, 0.3f, 1.0f}, {0.8f, 0.0f, 0.3f, 1.0f}
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});
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Plane() : Model(std::map<std::string, std::shared_ptr<sb::Attributes>>({{"position", position}, {"uv", uv}, {"color", color}})) {}
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};
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/*!
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* A version of `Plane` which contains two texture objects, one of which is active at a time. A reference
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* to the active `sb::Texture` object is available from `PlaneDoubleBuffer.active`, and the inactive object is
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* available from `PlaneDoubleBuffer.inactive`. The buffers can be swapped using `PlaneDoubleBuffer.swap`.
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*/
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class PlaneDoubleBuffer : public Plane
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{
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private:
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bool swapped = false;
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public:
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PlaneDoubleBuffer();
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void generate(const glm::vec2&);
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sb::Texture& active();
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sb::Texture& inactive();
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void swap();
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};
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}
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