chore: add tutorial 11, texture region repeat

This commit is contained in:
Wellinator
2024-01-31 18:27:34 -03:00
parent c3c649dcdc
commit 5eafc0bdba
5 changed files with 288 additions and 0 deletions
@@ -0,0 +1,24 @@
TARGET := tutorial_11.elf
ENGINEDIR := ../../engine
#The Directories, Source, Includes, Objects, Binary and Resources
SRCDIR := src
INCDIR := inc
BUILDDIR := obj
TARGETDIR := bin
RESDIR := res
SRCEXT := cpp
VSMEXT := vsm
VCLEXT := vcl
VCLPPEXT := vclpp
DEPEXT := d
OBJEXT := o
#Flags, Libraries and Includes
CFLAGS :=
LIB :=
LIBDIRS :=
INC := -I$(INCDIR)
INCDEP := -I$(INCDIR)
include ../Makefile.tutorials-base
@@ -0,0 +1,58 @@
/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2024, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Wellington Carvalho <wellcoj@gmail.com>
*/
#pragma once
#include <tyra>
#include <memory>
namespace Tyra {
class Tutorial11 : public Game {
public:
Tutorial11(Engine* engine);
~Tutorial11();
void init();
void loop();
private:
void setDrawData();
void loadBags();
void setTextureRegionRepeat();
void setTextureDefaultWrap();
const u8 MAX_TILES = 4;
u8 TILE_COL = 0;
u8 TILE_ROW = 0;
u8 shouldFlipTextureSettings = false;
float limitTimeToFlip = 2.00f;
float elapsedTime = 0;
Engine* engine;
Vec4 cameraPosition, cameraLookAt;
M4x4 translation, rotation, scale, model;
Texture* UVCheckerTex;
std::array<Vec4, 6> vertices;
std::array<Color, 6> colors;
std::array<Vec4, 6> uvMap;
StaticPipeline stapip;
std::unique_ptr<StaPipBag> bag;
std::unique_ptr<StaPipInfoBag> infoBag;
std::unique_ptr<StaPipColorBag> colorBag;
std::unique_ptr<StaPipTextureBag> texBag;
};
} // namespace Tyra
@@ -0,0 +1,4 @@
$ConfigFile = Join-Path $PSScriptRoot '../../windows-pcsx2.ps1'
. $ConfigFile
RunPCSX2
@@ -0,0 +1,24 @@
/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2024, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Wellington Carvalho <wellcoj@gmail.com>
*/
#include "engine.hpp"
#include "tutorial_11.hpp"
/**
* In this tutorial we will learn:
* - How to use texture in repeate mode of GS
*/
int main() {
Tyra::Engine engine;
Tyra::Tutorial11 game(&engine);
engine.run(&game);
return 0;
}
@@ -0,0 +1,178 @@
/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2024, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Wellington Carvalho <wellcoj@gmail.com>
*/
#include <tyra>
#include "tutorial_11.hpp"
namespace Tyra {
Tutorial11::Tutorial11(Engine* t_engine) : engine(t_engine) {
translation = M4x4::Identity;
rotation = M4x4::Identity;
scale = M4x4::Identity;
model = M4x4::Identity;
rotation.rotateY(Math::PI);
}
Tutorial11::~Tutorial11() {}
void Tutorial11::init() {
stapip.setRenderer(&engine->renderer.core);
cameraPosition = Vec4(0.0F, 0.0F, -10.0F);
cameraLookAt.unit();
UVCheckerTex = engine->renderer.getTextureRepository().add(
FileUtils::fromCwd("uv_checker.png"));
setDrawData();
loadBags();
}
void Tutorial11::loop() {
const auto deltaTime =
std::min(1.0f / static_cast<float>(engine->info.getFps()),
static_cast<float>(1.0 / 60.0f));
elapsedTime += deltaTime;
if (elapsedTime > limitTimeToFlip) {
elapsedTime -= limitTimeToFlip;
shouldFlipTextureSettings = !shouldFlipTextureSettings;
shouldFlipTextureSettings ? setTextureRegionRepeat()
: setTextureDefaultWrap();
// Update texture packet info after change wrap settings
engine->renderer.core.texture.updateTextureInfo(UVCheckerTex);
}
model = translation * rotation * scale;
engine->renderer.beginFrame(CameraInfo3D(&cameraPosition, &cameraLookAt));
{
engine->renderer.renderer3D.usePipeline(stapip);
/**
* Lets draw manually via "bags".
* You can do the same thing with dynamic pipeline.
*/
stapip.core.render(bag.get());
}
engine->renderer.endFrame();
}
void Tutorial11::setDrawData() {
vertices = {
// Tri 1
Vec4(-3.0F, -3.0F, 0.0F),
Vec4(3.0F, -3.0F, 0.0F),
Vec4(-3.0F, 3.0F, 0.0F),
// Tri 2
Vec4(3.0F, -3.0F, 0.0F),
Vec4(-3.0F, 3.0F, 0.0F),
Vec4(3.0F, 3.0F, 0.0F),
};
colors = {
Color(128.0F, 128.0F, 128.0F), Color(128.0F, 128.0F, 128.0F),
Color(128.0F, 128.0F, 128.0F), Color(128.0F, 128.0F, 128.0F),
Color(128.0F, 128.0F, 128.0F), Color(128.0F, 128.0F, 128.0F),
};
setTextureDefaultWrap();
}
void Tutorial11::setTextureDefaultWrap() {
uvMap = {Vec4(0.0f, 1.0F, 1.0F, 0.0f), Vec4(0.0f + 1, 1.0F, 1.0F, 0.0f),
Vec4(0.0f, 0.0f, 1.0F, 0.0f),
Vec4(0.0f + 1, 1.0F, 1.0F, 0.0f), Vec4(0.0f, 0.0f, 1.0F, 0.0f),
Vec4(0.0f + 1.0F, 0.0f, 1.0F, 0.0f)};
TYRA_LOG("Reseting texture wrap settings");
UVCheckerTex->setDefaultWrapSettings();
}
void Tutorial11::setTextureRegionRepeat() {
const float _scale = 1.0f / (float)MAX_TILES;
const Vec4 scale =
Vec4(MAX_TILES > 0 ? _scale * MAX_TILES : _scale,
MAX_TILES > 0 ? _scale * MAX_TILES : _scale, 1.0f, 0.0f);
uvMap = {
Vec4(TILE_COL, TILE_ROW + 1.0F, 1.0F, 0.0f) * scale,
Vec4(TILE_COL + 1, TILE_ROW + 1.0F, 1.0F, 0.0f) * scale,
Vec4(TILE_COL, TILE_ROW, 1.0F, 0.0f) * scale,
Vec4(TILE_COL + 1, TILE_ROW + 1.0F, 1.0F, 0.0f) * scale,
Vec4(TILE_COL, TILE_ROW, 1.0F, 0.0f) * scale,
Vec4(TILE_COL + 1.0F, TILE_ROW, 1.0F, 0.0f) * scale,
};
const auto tileW = (UVCheckerTex->getWidth() * _scale) - 1;
const auto tileH = (UVCheckerTex->getHeight() * _scale) - 1;
const auto tileU = TILE_COL * tileW + TILE_COL;
const auto tileV = TILE_ROW * tileH + TILE_ROW;
int minu = tileW;
int minv = tileH;
int maxu = tileU;
int maxv = tileV;
TYRA_LOG("Changing the texture wraping...");
UVCheckerTex->setWrapSettings(TextureWrap::RegionRepeat,
TextureWrap::RegionRepeat, minu, minv, maxu,
maxv);
TILE_COL++;
if (TILE_COL >= MAX_TILES) {
TILE_COL %= MAX_TILES;
TILE_ROW = (TILE_ROW + 1) % MAX_TILES;
}
}
void Tutorial11::loadBags() {
/**
* Create info bag and fill it with model matrix and shading type.
* Keep rest of the options as default.
*/
infoBag = std::make_unique<StaPipInfoBag>();
infoBag->model = &model;
infoBag->shadingType = TyraShadingGouraud;
infoBag->textureMappingType = TyraNearest;
/** Create colors bag and set data pointer */
colorBag = std::make_unique<StaPipColorBag>();
colorBag->many = colors.begin();
texBag = std::make_unique<StaPipTextureBag>();
texBag.get()->texture = UVCheckerTex;
texBag.get()->coordinates = uvMap.data();
/**
* Create main bag and set:
* - vertices data
* - vertices count
* - pointers to other bags
*
* You can add here lighting and texture bag as well.
* If you want to have deeper look of this feature, please
* read static_pipeline.cpp code file.
*/
bag = std::make_unique<StaPipBag>();
bag->color = colorBag.get();
bag->texture = texBag.get();
bag->info = infoBag.get();
bag->vertices = vertices.begin();
bag->count = vertices.size();
}
} // namespace Tyra