add tutorial 2 comments

This commit is contained in:
h4570
2022-08-20 21:44:00 +02:00
parent b4b48ae479
commit 4303cc2c97
3 changed files with 57 additions and 4 deletions
-2
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@@ -1,7 +1,5 @@
------------ Tyra's v2.0 roadmap to publish on GitHub ------------ ------------ Tyra's v2.0 roadmap to publish on GitHub ------------
- [Tutorials] 2. 2D - explain beginFrame(), endFrame()
- [Tutorials] 3. Minecraft cube - explain this pipeline, and explain that there are many 3D pipelines - [Tutorials] 3. Minecraft cube - explain this pipeline, and explain that there are many 3D pipelines
- [Tutorials] 4. Mesh rendering - explain staticPipeline, render .obj file via Mesh class, explain that this is high-level - [Tutorials] 4. Mesh rendering - explain staticPipeline, render .obj file via Mesh class, explain that this is high-level
+2
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@@ -35,6 +35,8 @@ class Renderer {
core.setClearScreenColor(color); core.setClearScreenColor(color);
} }
TextureRepository& getTextureRepository() { return core.texture.repository; }
void setFrameLimit(const bool& onoff) { core.setFrameLimit(onoff); } void setFrameLimit(const bool& onoff) { core.setFrameLimit(onoff); }
/** Update view frustum for frustum culling. 3D support - off */ /** Update view frustum for frustum culling. 3D support - off */
+55 -2
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@@ -14,11 +14,17 @@
namespace Tyra { namespace Tyra {
Tutorial02::Tutorial02(Engine* t_engine) : engine(t_engine) { Tutorial02::Tutorial02(Engine* t_engine) : engine(t_engine) {
/** Lets set default value, to prevent nullptr bugs */
texture = nullptr; texture = nullptr;
} }
Tutorial02::~Tutorial02() { Tutorial02::~Tutorial02() {
if (texture != nullptr) { if (texture != nullptr) {
/**
* free() function in texture repository is
* removing texture from repository and calling
* texture destructor
*/
engine->renderer.core.texture.repository.free(texture); engine->renderer.core.texture.repository.free(texture);
} }
} }
@@ -33,8 +39,13 @@ void Tutorial02::init() {
void Tutorial02::loop() { void Tutorial02::loop() {
auto& renderer = engine->renderer; auto& renderer = engine->renderer;
/** Begin frame will clear our screen. */
renderer.beginFrame(); renderer.beginFrame();
/** Render sprite. */
renderer.renderer2D.render(sprite); renderer.renderer2D.render(sprite);
/** End frame will perform vsync. */
renderer.endFrame(); renderer.endFrame();
} }
@@ -42,7 +53,11 @@ void Tutorial02::loadSprite() {
const auto& screenSettings = engine->renderer.core.getSettings(); const auto& screenSettings = engine->renderer.core.getSettings();
sprite.mode = SpriteMode::MODE_STRETCH; sprite.mode = SpriteMode::MODE_STRETCH;
/** Let's scale it down */
sprite.size = Vec2(256.0F, 128.0F); sprite.size = Vec2(256.0F, 128.0F);
/** Set it in screen center */
sprite.position = sprite.position =
Vec2(screenSettings.getWidth() / 2.0F - sprite.size.x / 2.0F, Vec2(screenSettings.getWidth() / 2.0F - sprite.size.x / 2.0F,
screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F); screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
@@ -51,13 +66,51 @@ void Tutorial02::loadSprite() {
} }
void Tutorial02::loadTexture() { void Tutorial02::loadTexture() {
/**
* Renderer has high layer functions,
* which allows to render:
* - Sprite (2D)
* - Mesh (3D)
*
* It uses ONLY low layer functions which are in renderer.core
*/
auto& renderer = engine->renderer; auto& renderer = engine->renderer;
auto& rendererCore = renderer.core;
auto& textureRepository = rendererCore.texture.repository;
/**
* TextureRepository is a repository of textures.
* It is a singleton class, with all game textures.
* We are linking these textures with sprite's (2D) and mesh (3D) materials.
*/
auto& textureRepository = renderer.getTextureRepository();
/**
* Texture is stored in "res" directory.
* Content of "res" directory is automatically copied into
* "bin" directory, which contains our final game.
*
* File utils automatically add's device prefix to the path,
* based on current working directory.
*
* In PS2 world:
* - USB has a "mass:" prefix
* - Our PC in PS2Link has a "host:" prefix
* - Our PC in PCSX2 has a "host:" prefix
*/
auto filepath = FileUtils::fromCwd("tyra.png"); auto filepath = FileUtils::fromCwd("tyra.png");
/**
* Tyra supports following PNG formats:
* 32bpp (RGBA)
* 24bpp (RGB)
* 8bpp, palletized (RGBA)
* 4bpp, palletized (RGBA)
*
* 8bpp and 4bpp are the fastest.
* All of these formats can be easily exported via GIMP.
*/
texture = textureRepository.add(filepath); texture = textureRepository.add(filepath);
/** Let's assign this texture to sprite. */
texture->addLink(sprite.id); texture->addLink(sprite.id);
TYRA_LOG("Texture loaded!"); TYRA_LOG("Texture loaded!");